2016-03-01 15:47:10 +00:00
|
|
|
#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"
|
2016-09-19 17:58:04 +00:00
|
|
|
#include "serializer.h"
|
2016-03-01 15:47:10 +00:00
|
|
|
#include "d_player.h"
|
|
|
|
#include "r_utility.h"
|
|
|
|
|
|
|
|
static FRandom pr_quake ("Quake");
|
|
|
|
|
2016-11-24 20:36:02 +00:00
|
|
|
IMPLEMENT_CLASS(DEarthquake, false, true)
|
2016-11-05 16:08:54 +00:00
|
|
|
|
|
|
|
IMPLEMENT_POINTERS_START(DEarthquake)
|
|
|
|
IMPLEMENT_POINTER(m_Spot)
|
|
|
|
IMPLEMENT_POINTERS_END
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// DEarthquake :: DEarthquake private constructor
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
DEarthquake::DEarthquake()
|
|
|
|
: DThinker(STAT_EARTHQUAKE)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// DEarthquake :: DEarthquake public constructor
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2016-03-23 19:45:48 +00:00
|
|
|
DEarthquake::DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
|
|
|
|
int damrad, int tremrad, FSoundID quakesound, int flags,
|
2016-04-27 17:58:18 +00:00
|
|
|
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
|
|
|
|
double rollIntensity, double rollWave)
|
2016-03-23 19:45:48 +00:00
|
|
|
: DThinker(STAT_EARTHQUAKE)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
m_QuakeSFX = quakesound;
|
|
|
|
m_Spot = center;
|
|
|
|
// Radii are specified in tile units (64 pixels)
|
2016-03-23 19:45:48 +00:00
|
|
|
m_DamageRadius = damrad;
|
|
|
|
m_TremorRadius = tremrad;
|
|
|
|
m_Intensity = DVector3(intensityX, intensityY, intensityZ);
|
2016-03-01 15:47:10 +00:00
|
|
|
m_CountdownStart = duration;
|
|
|
|
m_Countdown = duration;
|
|
|
|
m_Flags = flags;
|
2016-03-23 19:45:48 +00:00
|
|
|
m_WaveSpeed = DVector3(waveSpeedX, waveSpeedY, waveSpeedZ);
|
|
|
|
m_Falloff = falloff;
|
2016-03-23 13:03:10 +00:00
|
|
|
m_Highpoint = highpoint;
|
|
|
|
m_MiniCount = highpoint;
|
2016-04-25 14:56:01 +00:00
|
|
|
m_RollIntensity = rollIntensity;
|
|
|
|
m_RollWave = rollWave;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// DEarthquake :: Serialize
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2016-09-19 17:58:04 +00:00
|
|
|
void DEarthquake::Serialize(FSerializer &arc)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
Super::Serialize (arc);
|
2016-09-19 17:58:04 +00:00
|
|
|
arc("spot", m_Spot)
|
|
|
|
("intensity", m_Intensity)
|
|
|
|
("countdown", m_Countdown)
|
|
|
|
("tremorradius", m_TremorRadius)
|
|
|
|
("damageradius", m_DamageRadius)
|
|
|
|
("quakesfx", m_QuakeSFX)
|
|
|
|
("quakeflags", m_Flags)
|
|
|
|
("countdownstart", m_CountdownStart)
|
|
|
|
("wavespeed", m_WaveSpeed)
|
|
|
|
("falloff", m_Falloff)
|
|
|
|
("highpoint", m_Highpoint)
|
|
|
|
("minicount", m_MiniCount)
|
|
|
|
("rollintensity", m_RollIntensity)
|
|
|
|
("rollwave", m_RollWave);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// 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_Sound (m_Spot, CHAN_BODY | CHAN_LOOP, m_QuakeSFX, 1, ATTN_NORM);
|
|
|
|
}
|
2016-03-23 13:03:10 +00:00
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
if (m_DamageRadius > 0)
|
|
|
|
{
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
|
|
{
|
|
|
|
if (playeringame[i] && !(players[i].cheats & CF_NOCLIP))
|
|
|
|
{
|
|
|
|
AActor *victim = players[i].mo;
|
2016-03-23 19:45:48 +00:00
|
|
|
double dist;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-03-23 19:45:48 +00:00
|
|
|
dist = m_Spot->Distance2D(victim, true);
|
2016-03-23 17:07:04 +00:00
|
|
|
// Check if in damage radius
|
2016-03-20 18:52:35 +00:00
|
|
|
if (dist < m_DamageRadius && victim->Z() <= victim->floorz)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
if (pr_quake() < 50)
|
|
|
|
{
|
2017-01-13 10:48:05 +00:00
|
|
|
P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), NAME_Quake);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
// Thrust player around
|
2016-03-19 23:54:18 +00:00
|
|
|
DAngle an = victim->Angles.Yaw + pr_quake();
|
2016-03-23 19:45:48 +00:00
|
|
|
victim->Vel.X += m_Intensity.X * an.Cos() * 0.5;
|
|
|
|
victim->Vel.Y += m_Intensity.Y * an.Sin() * 0.5;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-03-23 13:03:10 +00:00
|
|
|
if (m_MiniCount > 0)
|
|
|
|
m_MiniCount--;
|
2016-03-01 15:47:10 +00:00
|
|
|
if (--m_Countdown == 0)
|
|
|
|
{
|
|
|
|
if (S_IsActorPlayingSomething(m_Spot, CHAN_BODY, m_QuakeSFX))
|
|
|
|
{
|
|
|
|
S_StopSound(m_Spot, CHAN_BODY);
|
|
|
|
}
|
|
|
|
Destroy();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-03-23 13:03:10 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// DEarthquake :: GetModWave
|
|
|
|
//
|
|
|
|
// QF_WAVE converts intensity into amplitude and unlocks a new property, the
|
|
|
|
// wave length. This is, in short, waves per second. Named waveMultiplier
|
|
|
|
// because that's as the name implies: adds more waves per second.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2016-03-23 19:45:48 +00:00
|
|
|
double DEarthquake::GetModWave(double waveMultiplier) const
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-03-24 00:46:11 +00:00
|
|
|
double time = m_Countdown - r_TicFracF;
|
2016-03-23 19:45:48 +00:00
|
|
|
return g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE));
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// DEarthquake :: GetModIntensity
|
|
|
|
//
|
|
|
|
// Given a base intensity, modify it according to the quake's flags.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2016-09-04 21:49:57 +00:00
|
|
|
double DEarthquake::GetModIntensity(double intensity, bool fake) const
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
assert(m_CountdownStart >= m_Countdown);
|
2016-03-23 13:03:10 +00:00
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
intensity += intensity; // always doubled
|
|
|
|
|
|
|
|
if (m_Flags & (QF_SCALEDOWN | QF_SCALEUP))
|
|
|
|
{
|
2016-03-23 13:03:10 +00:00
|
|
|
// Adjustable maximums must use a range between 1 and m_CountdownStart to constrain between no quake and full quake.
|
|
|
|
bool check = !!(m_Highpoint > 0 && m_Highpoint < m_CountdownStart);
|
|
|
|
int divider = (check) ? m_Highpoint : m_CountdownStart;
|
2016-03-01 15:47:10 +00:00
|
|
|
int scalar;
|
2016-03-23 13:03:10 +00:00
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
if ((m_Flags & (QF_SCALEDOWN | QF_SCALEUP)) == (QF_SCALEDOWN | QF_SCALEUP))
|
|
|
|
{
|
2016-03-23 13:03:10 +00:00
|
|
|
if (check)
|
|
|
|
{
|
|
|
|
if (m_MiniCount > 0)
|
|
|
|
scalar = (m_Flags & QF_MAX) ? m_MiniCount : (m_Highpoint - m_MiniCount);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
divider = m_CountdownStart - m_Highpoint;
|
|
|
|
scalar = (m_Flags & QF_MAX) ? (divider - m_Countdown) : m_Countdown;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// Defaults to middle of the road.
|
|
|
|
divider = m_CountdownStart;
|
|
|
|
scalar = (m_Flags & QF_MAX) ? MAX(m_Countdown, m_CountdownStart - m_Countdown)
|
|
|
|
: MIN(m_Countdown, m_CountdownStart - m_Countdown);
|
|
|
|
}
|
|
|
|
scalar = (scalar > divider) ? divider : scalar;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
2016-09-04 21:49:57 +00:00
|
|
|
if (!fake && (m_Flags & QF_FULLINTENSITY))
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
scalar *= 2;
|
|
|
|
}
|
|
|
|
}
|
2016-03-23 13:03:10 +00:00
|
|
|
else
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-03-23 13:03:10 +00:00
|
|
|
if (m_Flags & QF_SCALEDOWN)
|
|
|
|
{
|
|
|
|
scalar = m_Countdown;
|
|
|
|
}
|
|
|
|
else // QF_SCALEUP
|
|
|
|
{
|
|
|
|
scalar = m_CountdownStart - m_Countdown;
|
|
|
|
if (m_Highpoint > 0)
|
|
|
|
{
|
|
|
|
if ((m_Highpoint - m_MiniCount) < divider)
|
|
|
|
scalar = m_Highpoint - m_MiniCount;
|
|
|
|
else
|
|
|
|
scalar = divider;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
scalar = (scalar > divider) ? divider : scalar;
|
|
|
|
}
|
|
|
|
assert(divider > 0);
|
2016-03-23 19:45:48 +00:00
|
|
|
intensity = intensity * scalar / divider;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
return intensity;
|
|
|
|
}
|
|
|
|
|
2016-03-23 13:03:10 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// DEarthquake :: GetFalloff
|
|
|
|
//
|
|
|
|
// Given the distance of the player from the quake, find the multiplier.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
2016-03-23 19:45:48 +00:00
|
|
|
double DEarthquake::GetFalloff(double dist) const
|
2016-03-23 13:03:10 +00:00
|
|
|
{
|
|
|
|
if ((dist < m_Falloff) || (m_Falloff >= m_TremorRadius) || (m_Falloff <= 0) || (m_TremorRadius - m_Falloff <= 0))
|
|
|
|
{ //Player inside the minimum falloff range, or safety check kicked in.
|
2016-03-23 19:45:48 +00:00
|
|
|
return 1.;
|
2016-03-23 13:03:10 +00:00
|
|
|
}
|
|
|
|
else if ((dist > m_Falloff) && (dist < m_TremorRadius))
|
|
|
|
{ //Player inside the radius, and outside the min distance for falloff.
|
2016-03-23 19:45:48 +00:00
|
|
|
double tremorsize = m_TremorRadius - m_Falloff;
|
2016-03-23 13:03:10 +00:00
|
|
|
assert(tremorsize > 0);
|
2016-03-24 17:21:03 +00:00
|
|
|
return (1. - ((dist - m_Falloff) / tremorsize));
|
2016-03-23 13:03:10 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{ //Shouldn't happen.
|
2016-03-23 19:45:48 +00:00
|
|
|
return 1.;
|
2016-03-23 13:03:10 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// DEarthquake::StaticGetQuakeIntensity
|
|
|
|
//
|
|
|
|
// Searches for all quakes near the victim and returns their combined
|
|
|
|
// intensity.
|
|
|
|
//
|
|
|
|
// Pre: jiggers was pre-zeroed by the caller.
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jiggers)
|
|
|
|
{
|
|
|
|
if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
|
|
|
|
{
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
TThinkerIterator<DEarthquake> iterator(STAT_EARTHQUAKE);
|
|
|
|
DEarthquake *quake;
|
|
|
|
int count = 0;
|
|
|
|
|
2016-09-04 21:49:57 +00:00
|
|
|
while ( (quake = iterator.Next()) != nullptr)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-09-04 21:49:57 +00:00
|
|
|
if (quake->m_Spot != nullptr)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
2016-09-04 21:49:57 +00:00
|
|
|
const double dist = quake->m_Spot->Distance2D(victim, true);
|
2016-03-01 15:47:10 +00:00
|
|
|
if (dist < quake->m_TremorRadius)
|
|
|
|
{
|
|
|
|
++count;
|
2016-09-04 21:49:57 +00:00
|
|
|
const double falloff = quake->GetFalloff(dist);
|
|
|
|
const double r = quake->GetModIntensity(quake->m_RollIntensity);
|
|
|
|
const double strength = quake->GetModIntensity(1.0, true);
|
|
|
|
DVector3 intensity;
|
|
|
|
intensity.X = quake->GetModIntensity(quake->m_Intensity.X);
|
|
|
|
intensity.Y = quake->GetModIntensity(quake->m_Intensity.Y);
|
|
|
|
intensity.Z = quake->GetModIntensity(quake->m_Intensity.Z);
|
2016-03-23 13:03:10 +00:00
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
if (!(quake->m_Flags & QF_WAVE))
|
|
|
|
{
|
2016-09-14 04:06:57 +00:00
|
|
|
jiggers.RollIntensity = MAX(r, jiggers.RollIntensity) * falloff;
|
2016-09-04 21:49:57 +00:00
|
|
|
|
2016-09-14 04:06:57 +00:00
|
|
|
intensity *= falloff;
|
2016-03-01 15:47:10 +00:00
|
|
|
if (quake->m_Flags & QF_RELATIVE)
|
|
|
|
{
|
2016-09-04 21:49:57 +00:00
|
|
|
jiggers.RelIntensity.X = MAX(intensity.X, jiggers.RelIntensity.X);
|
|
|
|
jiggers.RelIntensity.Y = MAX(intensity.Y, jiggers.RelIntensity.Y);
|
|
|
|
jiggers.RelIntensity.Z = MAX(intensity.Z, jiggers.RelIntensity.Z);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-09-04 21:49:57 +00:00
|
|
|
jiggers.Intensity.X = MAX(intensity.X, jiggers.Intensity.X);
|
|
|
|
jiggers.Intensity.Y = MAX(intensity.Y, jiggers.Intensity.Y);
|
|
|
|
jiggers.Intensity.Z = MAX(intensity.Z, jiggers.Intensity.Z);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-09-14 04:06:57 +00:00
|
|
|
jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave) * falloff * strength;
|
2016-09-04 21:49:57 +00:00
|
|
|
|
|
|
|
|
|
|
|
intensity.X *= quake->GetModWave(quake->m_WaveSpeed.X);
|
|
|
|
intensity.Y *= quake->GetModWave(quake->m_WaveSpeed.Y);
|
|
|
|
intensity.Z *= quake->GetModWave(quake->m_WaveSpeed.Z);
|
2016-09-14 04:06:57 +00:00
|
|
|
intensity *= strength * falloff;
|
2016-03-01 15:47:10 +00:00
|
|
|
|
|
|
|
// [RH] This only gives effect to the last sine quake. I would
|
|
|
|
// prefer if some way was found to make multiples coexist
|
|
|
|
// peacefully, but just summing them together is undesirable
|
|
|
|
// because they could cancel each other out depending on their
|
|
|
|
// relative phases.
|
2016-09-04 21:49:57 +00:00
|
|
|
|
|
|
|
// [MC] Now does so. And they stack rather well. I'm a little
|
|
|
|
// surprised at how easy it was.
|
|
|
|
|
|
|
|
|
2016-03-01 15:47:10 +00:00
|
|
|
if (quake->m_Flags & QF_RELATIVE)
|
|
|
|
{
|
2016-09-04 21:49:57 +00:00
|
|
|
jiggers.RelOffset += intensity;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
2016-09-04 21:49:57 +00:00
|
|
|
jiggers.Offset += intensity;
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return count;
|
|
|
|
}
|
|
|
|
|
|
|
|
//==========================================================================
|
|
|
|
//
|
|
|
|
// P_StartQuake
|
|
|
|
//
|
|
|
|
//==========================================================================
|
|
|
|
|
|
|
|
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration,
|
|
|
|
int damrad, int tremrad, FSoundID quakesfx, int flags,
|
2016-04-25 14:56:01 +00:00
|
|
|
double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint,
|
2016-04-27 17:58:18 +00:00
|
|
|
double rollIntensity, double rollWave)
|
2016-03-01 15:47:10 +00:00
|
|
|
{
|
|
|
|
AActor *center;
|
|
|
|
bool res = false;
|
|
|
|
|
|
|
|
if (intensityX) intensityX = clamp(intensityX, 1, 9);
|
|
|
|
if (intensityY) intensityY = clamp(intensityY, 1, 9);
|
|
|
|
if (intensityZ) intensityZ = clamp(intensityZ, 1, 9);
|
|
|
|
|
|
|
|
if (tid == 0)
|
|
|
|
{
|
|
|
|
if (activator != NULL)
|
|
|
|
{
|
|
|
|
new DEarthquake(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
|
2016-04-25 14:56:01 +00:00
|
|
|
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint, rollIntensity, rollWave);
|
2016-03-01 15:47:10 +00:00
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
FActorIterator iterator (tid);
|
|
|
|
while ( (center = iterator.Next ()) )
|
|
|
|
{
|
|
|
|
res = true;
|
|
|
|
new DEarthquake(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
|
2016-04-25 14:56:01 +00:00
|
|
|
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint, rollIntensity, rollWave);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return res;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
|
2016-03-23 13:03:10 +00:00
|
|
|
{ //Maintains original behavior by passing 0 to intensityZ, flags, and everything else after QSFX.
|
2016-04-25 14:56:01 +00:00
|
|
|
return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0, 0, 0, 0, 0);
|
2016-03-01 15:47:10 +00:00
|
|
|
}
|