gzdoom-gles/src/g_shared/a_quake.cpp

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#include "templates.h"
#include "doomtype.h"
#include "doomstat.h"
#include "p_local.h"
#include "actor.h"
#include "m_bbox.h"
#include "m_random.h"
#include "s_sound.h"
#include "a_sharedglobal.h"
#include "statnums.h"
static FRandom pr_quake ("Quake");
IMPLEMENT_POINTY_CLASS (DEarthquake)
DECLARE_POINTER (m_Spot)
END_POINTERS
//==========================================================================
//
// DEarthquake :: DEarthquake private constructor
//
//==========================================================================
DEarthquake::DEarthquake()
: DThinker(STAT_EARTHQUAKE)
{
}
//==========================================================================
//
// DEarthquake :: DEarthquake public constructor
//
//==========================================================================
DEarthquake::DEarthquake (AActor *center, int intensity, int duration,
int damrad, int tremrad)
: DThinker(STAT_EARTHQUAKE)
{
m_QuakeSFX = S_FindSound ("world/quake");
m_Spot = center;
// Radii are specified in tile units (64 pixels)
m_DamageRadius = damrad << (FRACBITS+6);
m_TremorRadius = tremrad << (FRACBITS+6);
m_Intensity = intensity;
m_Countdown = duration;
}
//==========================================================================
//
// DEarthquake :: Serialize
//
//==========================================================================
void DEarthquake::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Spot << m_Intensity << m_Countdown
<< m_TremorRadius << m_DamageRadius;
m_QuakeSFX = S_FindSound ("world/quake");
}
//==========================================================================
//
// DEarthquake :: Tick
//
// Deals damage to any players near the earthquake and makes sure it's
// making noise.
//
//==========================================================================
void DEarthquake::Tick ()
{
int i;
if (m_Spot == NULL)
{
Destroy ();
return;
}
if (!S_IsActorPlayingSomething (m_Spot, CHAN_BODY, m_QuakeSFX))
S_SoundID (m_Spot, CHAN_BODY, m_QuakeSFX, 1, ATTN_NORM);
if (m_DamageRadius > 0)
{
for (i = 0; i < MAXPLAYERS; i++)
{
if (playeringame[i] && !(players[i].cheats & CF_NOCLIP))
{
AActor *victim = players[i].mo;
fixed_t dist;
dist = P_AproxDistance (victim->x - m_Spot->x, victim->y - m_Spot->y);
// Check if in damage radius
if (dist < m_DamageRadius && victim->z <= victim->floorz)
{
if (pr_quake() < 50)
{
P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), NAME_None);
}
// Thrust player around
angle_t an = victim->angle + ANGLE_1*pr_quake();
P_ThrustMobj (victim, an, m_Intensity << (FRACBITS-1));
}
}
}
}
if (--m_Countdown == 0)
{
Destroy ();
}
}
//==========================================================================
//
// DEarthquake::StaticGetQuakeIntensity
//
// Searches for all quakes near the victim and returns their combined
// intensity.
//
//==========================================================================
int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
{
int intensity = 0;
TThinkerIterator<DEarthquake> iterator (STAT_EARTHQUAKE);
DEarthquake *quake;
if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
{
return 0;
}
while ( (quake = iterator.Next()) != NULL)
{
if (quake->m_Spot != NULL)
{
fixed_t dist = P_AproxDistance (victim->x - quake->m_Spot->x,
victim->y - quake->m_Spot->y);
if (dist < quake->m_TremorRadius)
{
intensity += quake->m_Intensity;
}
}
}
return intensity;
}
//==========================================================================
//
// P_StartQuake
//
//==========================================================================
bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad)
{
AActor *center;
bool res = false;
intensity = clamp (intensity, 1, 9);
if (tid == 0)
{
if (activator != NULL)
{
new DEarthquake(activator, intensity, duration, damrad, tremrad);
return true;
}
}
else
{
FActorIterator iterator (tid);
while ( (center = iterator.Next ()) )
{
res = true;
new DEarthquake (center, intensity, duration, damrad, tremrad);
}
}
return res;
}