qzdoom/src/g_hexen/a_fog.cpp
Christoph Oelckers cf79e1cb6d - fixed some leftover fixed point remnants in g_hexen.
- made the full-coordinate version of P_SpawnPlayerMissile use float coordinates.
2016-03-22 00:30:56 +01:00

99 lines
2.2 KiB
C++

/*
#include "m_random.h"
#include "p_local.h"
#include "thingdef/thingdef.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
// WeaveIndexZ Internal: Index into floatbob table
//
//==========================================================================
//==========================================================================
//
// A_FogSpawn
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FogSpawn)
{
PARAM_ACTION_PROLOGUE;
static const char *fogs[3] =
{
"FogPatchSmall",
"FogPatchMedium",
"FogPatchLarge"
};
AActor *mo = NULL;
int delta;
if (self->special1-- > 0)
{
return 0;
}
self->special1 = self->args[2]; // Reset frequency count
mo = Spawn (fogs[pr_fogspawn()%3], self->Pos(), ALLOW_REPLACE);
if (mo)
{
delta = self->args[1];
if (delta==0) delta=1;
mo->Angles.Yaw = self->Angles.Yaw + (((pr_fogspawn() % delta) - (delta >> 1)) * (360 / 256.));
mo->target = self;
if (self->args[0] < 1) self->args[0] = 1;
mo->args[0] = (pr_fogspawn() % (self->args[0]))+1; // Random speed
mo->args[3] = self->args[3]; // Set lifetime
mo->args[4] = 1; // Set to moving
mo->WeaveIndexZ = pr_fogspawn()&63;
}
return 0;
}
//==========================================================================
//
// A_FogMove
//
//==========================================================================
DEFINE_ACTION_FUNCTION(AActor, A_FogMove)
{
PARAM_ACTION_PROLOGUE;
double speed = self->args[0];
int weaveindex;
if (!self->args[4])
{
return 0;
}
if (self->args[3]-- <= 0)
{
self->SetState (self->FindState(NAME_Death), true);
return 0;
}
if ((self->args[3] % 4) == 0)
{
weaveindex = self->WeaveIndexZ;
self->AddZ(BobSin(weaveindex) / 2);
self->WeaveIndexZ = (weaveindex + 1) & 63;
}
self->VelFromAngle(speed);
return 0;
}