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1 | h266 | 1 | /* |
2 | |||
3 | Better Falling Snow by Joe Wilcox |
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4 | (c) 1997, Simply Silly Software |
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5 | |||
6 | You need to add 3 sprites to your ART tiles and reference them below. |
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7 | I've included our default sprites.. feel free to use them. |
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8 | |||
9 | The 2 Snow Makers use their palettes to determine how often to spawn |
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10 | snow. It goes as follows: |
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11 | |||
12 | Pal 0 : Lite Snow Storm |
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13 | Pal 1 : Medium Snow Storm |
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14 | Pal 2 : Very Lite Snow Storm |
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15 | Pal 3 : Flurries |
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16 | Pal 4 : Blizzard |
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17 | |||
18 | |||
19 | The snowflake can be added by itself to give the appearance of it |
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20 | already snowing. SNOWMAKER will roam around the screen dropping a |
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21 | flake every now and this. This looks really good. SNOWMAKERNOMOVE |
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22 | stands in once place. You want to use this for holes in ceilings and |
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23 | other small areas. |
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24 | |||
25 | There are some limitations: |
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26 | |||
27 | These sprites move and will go through openings if it's open at the |
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28 | level they are at. It should however be easy to change them to |
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29 | ACTOR STAYPUTs so they stay in their sectors. That just didn't work |
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30 | for me since I had alot of sectors that were small. |
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31 | |||
32 | It seems you can't start a MAKER close to other sprites. If you do, the |
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33 | snow will get confused and stay on the ceiling. It's really weird. |
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34 | |||
35 | Oh.. I wouldn't put more than 15 or so in an area.. you will kill |
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36 | yourself. |
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37 | -------------------------------------------------------------------------------- |
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38 | Duke: Nuclear Winter |
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39 | By Joris Weimar |
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40 | © 1997 Simply Silly Software |
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41 | -------------------------------------------------------------------------------- |
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42 | Duke: Nuclear Winter Plus |
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43 | By Hendricks266 |
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44 | -------------------------------------------------------------------------------- |
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45 | */ |
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46 | |||
47 | // The Snowmaker is the actor that tosses out new snowflakes. |
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48 | |||
49 | action SNOWMAKE |
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50 | move SNOWMAKERMOVE 100 0 // Use this to adjust the speed at which the |
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51 | // SNOWMAKER's move |
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52 | |||
53 | ai AISNOWMAKERROAM SNOWMAKE SNOWMAKERMOVE getv geth randomangle |
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54 | |||
55 | useractor notenemy SNOWMAKER 0 0 randomangle |
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56 | cstat 32768 |
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57 | |||
58 | // I start by spawning a snowflake. |
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59 | |||
60 | ifai 0 |
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61 | { |
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62 | spawn SNOWFLAKE |
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63 | ai AISNOWMAKERROAM |
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64 | break |
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65 | } |
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66 | |||
67 | // Anytime the maker stops.. bounce it again |
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68 | |||
69 | ifnotmoving |
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70 | { |
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71 | ai AISNOWMAKERROAM |
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72 | } |
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73 | |||
74 | // the IFCOUNT sets the frequency that it drops snow |
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75 | |||
76 | ifspritepal 0 |
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77 | { |
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78 | ifcount 48 |
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79 | { |
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80 | |||
81 | ifcansee |
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82 | spawn SNOWFLAKE |
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83 | ai AISNOWMAKERROAM |
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84 | resetcount |
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85 | } |
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86 | } |
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87 | |||
88 | ifspritepal 1 |
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89 | { |
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90 | ifcount 32 |
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91 | { |
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92 | ifcansee |
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93 | spawn SNOWFLAKE |
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94 | ai AISNOWMAKERROAM |
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95 | resetcount |
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96 | } |
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97 | } |
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98 | ifspritepal 2 |
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99 | { |
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100 | ifcount 64 |
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101 | { |
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102 | ifcansee |
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103 | spawn SNOWFLAKE |
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104 | ai AISNOWMAKERROAM |
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105 | resetcount |
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106 | } |
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107 | } |
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108 | ifspritepal 3 |
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109 | { |
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110 | ifcount 96 |
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111 | { |
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112 | ifcansee |
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113 | spawn SNOWFLAKE |
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114 | ai AISNOWMAKERROAM |
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115 | resetcount |
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116 | } |
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117 | } |
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118 | ifspritepal 4 |
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119 | { |
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120 | ifcount 16 |
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121 | { |
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122 | ifcansee |
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123 | spawn SNOWFLAKE |
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124 | ai AISNOWMAKERROAM |
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125 | resetcount |
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126 | } |
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127 | } |
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128 | |||
129 | |||
130 | enda |
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131 | |||
132 | // The SnowMakerNoMove is the actor that tosses out snowflakes from a |
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133 | // single position. |
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134 | |||
135 | useractor notenemy SNOWMAKERNOMOVE 0 0 randomangle |
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136 | cstat 32768 |
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137 | |||
138 | ifspritepal 0 |
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139 | { |
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140 | ifcount 32 |
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141 | { |
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142 | spawn SNOWFLAKE |
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143 | resetcount |
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144 | } |
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145 | } |
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146 | |||
147 | ifspritepal 1 |
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148 | { |
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149 | ifcount 48 |
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150 | { |
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151 | ifcansee |
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152 | spawn SNOWFLAKE |
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153 | resetcount |
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154 | } |
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155 | } |
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156 | ifspritepal 2 |
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157 | { |
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158 | ifcount 64 |
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159 | { |
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160 | ifcansee |
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161 | spawn SNOWFLAKE |
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162 | resetcount |
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163 | } |
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164 | } |
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165 | ifspritepal 3 |
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166 | { |
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167 | ifcount 96 |
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168 | { |
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169 | ifcansee |
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170 | spawn SNOWFLAKE |
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171 | resetcount |
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172 | } |
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173 | } |
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174 | ifspritepal 4 |
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175 | { |
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176 | ifcount 16 |
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177 | { |
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178 | ifcansee |
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179 | spawn SNOWFLAKE |
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180 | resetcount |
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181 | } |
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182 | } |
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183 | |||
184 | |||
185 | enda |
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186 | |||
187 | action ASNOW |
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188 | move SNOWMOVE -25 40 // You can tweak the motion here |
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189 | |||
190 | useractor notenemy SNOWFLAKE 0 ASNOW SNOWMOVE getv geth randomangle |
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191 | |||
192 | sizeat 25 25 |
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193 | cstat 0 |
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194 | |||
195 | ifcount 4 |
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196 | { |
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197 | move SNOWMOVE getv geth randomangle |
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198 | resetcount |
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199 | break |
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200 | } |
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201 | |||
202 | // Unlike the original code from Mystique, these flakes die when they |
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203 | // hit the ground.. Works much better. |
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204 | |||
205 | iffloordistl 5 killit |
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206 | |||
207 | // Unlike the original snow from Joe Wilcox, these flakes have significant |
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208 | // improvements in both code and looks. |
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209 | // I (Hendricks266) have changed the incredibly ugly snow tile to a more |
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210 | // detailed one with a smaller in-game size. |
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211 | |||
212 | setactor[THISACTOR].mdflags 16 |
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213 | ifnotmoving killit |
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214 | enda |
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215 | |||
216 | |||
217 | |||
218 | |||
219 | |||
220 | // Hendricks266's much better Snow |
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221 | |||
222 | /* |
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223 | ActorExtra[i].floorz = s->z = getflorzofslope(s->sectnum,s->x,s->y); |
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224 | |||
225 | |||
226 | s->xvel = (krand()&7)+(sintable[T1&2047]>>9); |
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227 | T1 += (krand()&63); |
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228 | if ((T1&2047) > 512 && (T1&2047) < 1596) |
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229 | { |
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230 | if (sector[sect].lotag == 2) |
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231 | { |
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232 | if (s->zvel < 64) |
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233 | s->zvel += (g_spriteGravity>>5)+(krand()&7); |
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234 | } |
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235 | else if (s->zvel < 144) |
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236 | s->zvel += (g_spriteGravity>>5)+(krand()&7); |
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237 | } |
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238 | |||
239 | A_SetSprite(i,CLIPMASK0); |
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240 | |||
241 | if ((krand()&3) == 0) |
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242 | setsprite(i,(vec3_t *)s); |
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243 | |||
244 | if (s->sectnum == -1) KILLIT(i); |
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245 | l = getflorzofslope(s->sectnum,s->x,s->y); |
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246 | |||
247 | if (s->z > l) |
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248 | { |
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249 | s->z = l; |
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250 | |||
251 | A_AddToDeleteQueue(i); |
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252 | PN ++; |
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253 | |||
254 | j = headspritestat[STAT_MISC]; |
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255 | while (j >= 0) |
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256 | { |
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257 | if (sprite[j].picnum == BLOODPOOL) |
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258 | if (ldist(s,&sprite[j]) < 348) |
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259 | { |
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260 | s->pal = 2; |
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261 | break; |
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262 | } |
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263 | j = nextspritestat[j]; |
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264 | } |
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265 | } |
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266 | |||
267 | |||
268 | if (sp->picnum == MONEY || sp->picnum == MAIL || sp->picnum == PAPER) |
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269 | { |
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270 | ActorExtra[i].temp_data[0] = krand()&2047; |
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271 | sp->cstat = krand()&12; |
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272 | sp->xrepeat = sp->yrepeat = 8; |
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273 | sp->ang = krand()&2047; |
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274 | } |
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275 | changespritestat(i,5); |
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276 | */ |
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277 | |||
278 | |||
279 | useractor notenemy SNOW 0 |
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280 | sizeat 4 4 |
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281 | |||
282 | addvar temp2 16 |
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283 | ifvarg temp2 2047 subvar temp2 4095 |
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284 | setvarvar temp3 temp2 |
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285 | sin temp3 temp3 |
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286 | shiftvarr temp3 5 |
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287 | |||
288 | /* |
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289 | getactor[THISACTOR].x x |
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290 | getactor[THISACTOR].y y |
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291 | getactor[THISACTOR].z z |
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292 | |||
293 | updatesectorz x y z temp |
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294 | getactor[THISACTOR].zvel z |
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295 | ifvare sector[temp].lotag 2 |
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296 | { |
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297 | ifvarl z 64 |
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298 | { |
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299 | setvar tempb GRAVITATIONALCONSTANT |
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300 | shiftvarr tempb 5 |
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301 | addvarvar tempb temp4 |
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302 | addvarvar z tempb |
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303 | } |
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304 | } |
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305 | else |
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306 | { |
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307 | ifvarl z 144 |
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308 | { |
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309 | setvar tempb GRAVITATIONALCONSTANT |
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310 | shiftvarr tempb 5 |
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311 | addvarvar tempb temp4 |
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312 | addvarvar z tempb |
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313 | } |
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314 | } |
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315 | */ |
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316 | |||
317 | movesprite THISACTOR temp3 0 256 CLIPMASK0 RETURN |
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318 | ifvarn RETURN 0 killit |
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319 | |||
320 | |||
321 | getactor[THISACTOR].x x |
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322 | getactor[THISACTOR].y y |
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323 | getactor[THISACTOR].z z |
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324 | |||
325 | updatesectorz x y z temp |
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326 | ifvarn temp -1 getflorzofslope temp x y temp2 else killit |
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327 | |||
328 | ifvarvare z temp2 killit |
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329 | |||
330 | enda |