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synced 2024-11-11 07:12:16 +00:00
Added A_QuakeEx(intensity x, y, z, duration, damrad, tremrad, sound, flags)
- Unlocks the full potential of using quakes, including the Z axis. Each intensity applies to X/Y/Z planes whenever a player is experiencing it. - Flags: - QF_RELATIVE - Adjusts the quaking of the camera to go in the direction its aiming (X: forward/backward. Y: Left/right.) - Plans for including pitch will be implemented in the future for the Z axis with relativity.
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7 changed files with 143 additions and 20 deletions
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@ -33,8 +33,8 @@ DEarthquake::DEarthquake()
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//
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//==========================================================================
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DEarthquake::DEarthquake (AActor *center, int intensity, int duration,
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int damrad, int tremrad, FSoundID quakesound)
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DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
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int damrad, int tremrad, FSoundID quakesound, int flags)
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: DThinker(STAT_EARTHQUAKE)
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{
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m_QuakeSFX = quakesound;
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@ -42,8 +42,12 @@ DEarthquake::DEarthquake (AActor *center, int intensity, int duration,
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// Radii are specified in tile units (64 pixels)
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m_DamageRadius = damrad << (FRACBITS);
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m_TremorRadius = tremrad << (FRACBITS);
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m_Intensity = intensity;
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m_Intensity = intensityX;
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m_Countdown = duration;
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m_Flags = flags;
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m_iX = intensityX;
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m_iY = intensityY;
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m_iZ = intensityZ;
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}
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//==========================================================================
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@ -54,10 +58,10 @@ DEarthquake::DEarthquake (AActor *center, int intensity, int duration,
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void DEarthquake::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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Super::Serialize (arc); //[MC] m_Intensity is unused now but I don't want to break compatibility...
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arc << m_Spot << m_Intensity << m_Countdown
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<< m_TremorRadius << m_DamageRadius
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<< m_QuakeSFX;
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<< m_QuakeSFX << m_Flags << m_iX << m_iY << m_iZ;
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}
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//==========================================================================
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@ -126,9 +130,10 @@ void DEarthquake::Tick ()
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//
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//==========================================================================
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int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
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int DEarthquake::StaticGetQuakeIntensity (AActor *victim, int selector)
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{
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int intensity = 0;
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int quakeIntensity = 0;
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TThinkerIterator<DEarthquake> iterator (STAT_EARTHQUAKE);
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DEarthquake *quake;
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@ -145,32 +150,84 @@ int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
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victim->y - quake->m_Spot->y);
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if (dist < quake->m_TremorRadius)
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{
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if (intensity < quake->m_Intensity)
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intensity = quake->m_Intensity;
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switch (selector)
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{
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default:
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case 0:
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quakeIntensity = quake->m_iX;
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break;
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case 1:
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quakeIntensity = quake->m_iY;
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break;
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case 2:
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quakeIntensity = quake->m_iZ;
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break;
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}
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if (intensity < quakeIntensity)
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intensity = quakeIntensity;
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}
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}
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}
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return intensity;
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}
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//==========================================================================
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//
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// DEarthquake::StaticGetQuakeIntensity
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//
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// Searches for all quakes near the victim and returns their combined
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// intensity.
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//
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//==========================================================================
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int DEarthquake::StaticGetQuakeFlags(AActor *victim)
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{
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int flags = 0;
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TThinkerIterator<DEarthquake> iterator(STAT_EARTHQUAKE);
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DEarthquake *quake;
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if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
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{
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return 0;
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}
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while ((quake = iterator.Next()) != NULL)
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{
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if (quake->m_Spot != NULL)
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{
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fixed_t dist = P_AproxDistance(victim->x - quake->m_Spot->x,
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victim->y - quake->m_Spot->y);
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if (dist < quake->m_TremorRadius)
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{
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if (!(flags & QF_RELATIVE) && (quake->m_Flags & QF_RELATIVE))
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flags += QF_RELATIVE;
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}
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}
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}
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return flags;
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}
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//==========================================================================
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//
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// P_StartQuake
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//
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//==========================================================================
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bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
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bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags)
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{
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AActor *center;
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bool res = false;
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intensity = clamp (intensity, 1, 9);
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if (intensityX) intensityX = clamp(intensityX, 1, 9);
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if (intensityY) intensityY = clamp(intensityY, 1, 9);
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if (intensityZ) intensityZ = clamp(intensityZ, 1, 9);
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if (tid == 0)
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{
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if (activator != NULL)
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{
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new DEarthquake(activator, intensity, duration, damrad, tremrad, quakesfx);
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new DEarthquake(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad, quakesfx, flags);
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return true;
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}
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}
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@ -180,9 +237,14 @@ bool P_StartQuake (AActor *activator, int tid, int intensity, int duration, int
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while ( (center = iterator.Next ()) )
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{
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res = true;
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new DEarthquake (center, intensity, duration, damrad, tremrad, quakesfx);
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new DEarthquake(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad, quakesfx, flags);
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}
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}
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return res;
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}
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bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx)
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{ //Maintains original behavior by passing 0 to intensityZ, and flags.
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return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0);
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}
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@ -131,23 +131,31 @@ protected:
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DFlashFader ();
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};
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enum
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{
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QF_RELATIVE = 1,
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};
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class DEarthquake : public DThinker
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{
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DECLARE_CLASS (DEarthquake, DThinker)
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HAS_OBJECT_POINTERS
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public:
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DEarthquake (AActor *center, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
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DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags);
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void Serialize (FArchive &arc);
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void Tick ();
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TObjPtr<AActor> m_Spot;
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fixed_t m_TremorRadius, m_DamageRadius;
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int m_Intensity;
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int m_Countdown;
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FSoundID m_QuakeSFX;
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int m_Flags;
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int m_iX, m_iY, m_iZ;
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static int StaticGetQuakeFlags(AActor *viewer);
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static int StaticGetQuakeIntensity (AActor *viewer, int selector);
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static int StaticGetQuakeIntensity (AActor *viewer);
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private:
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DEarthquake ();
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@ -929,6 +929,7 @@ void P_DoDeferedScripts (void);
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//
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// [RH] p_quake.c
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//
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bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags);
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bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
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#endif
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@ -875,13 +875,37 @@ void R_SetupFrame (AActor *actor)
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if (!paused)
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{
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int intensity = DEarthquake::StaticGetQuakeIntensity (camera);
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if (intensity != 0)
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int intensityX = DEarthquake::StaticGetQuakeIntensity(camera, 0);
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int intensityY = DEarthquake::StaticGetQuakeIntensity(camera, 1);
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int intensityZ = DEarthquake::StaticGetQuakeIntensity(camera, 2);
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int quakeflags = DEarthquake::StaticGetQuakeFlags(camera);
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if (intensityX || intensityY || intensityZ)
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{
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fixed_t quakefactor = FLOAT2FIXED(r_quakeintensity);
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viewx += quakefactor * ((pr_torchflicker() % (intensity<<2)) - (intensity<<1));
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viewy += quakefactor * ((pr_torchflicker() % (intensity<<2)) - (intensity<<1));
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if ((quakeflags & QF_RELATIVE) && (intensityX != intensityY))
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{
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if (intensityX)
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{
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int ang = (camera->angle) >> ANGLETOFINESHIFT;
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int tflicker = pr_torchflicker();
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viewx += FixedMul(finecosine[ang], (quakefactor * ((tflicker % (intensityX << 2)) - (intensityX << 1))));
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viewy += FixedMul(finesine[ang], (quakefactor * ((tflicker % (intensityX << 2)) - (intensityX << 1))));
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}
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if (intensityY)
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{
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int ang = (camera->angle + ANG90) >> ANGLETOFINESHIFT;
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int tflicker = pr_torchflicker();
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viewx += FixedMul(finecosine[ang], (quakefactor * ((tflicker % (intensityY << 2)) - (intensityY << 1))));
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viewy += FixedMul(finesine[ang], (quakefactor * ((tflicker % (intensityY << 2)) - (intensityY << 1))));
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}
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}
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else
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{
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if (intensityX) viewx += quakefactor * ((pr_torchflicker() % (intensityX << 2)) - (intensityX << 1));
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if (intensityY) viewy += quakefactor * ((pr_torchflicker() % (intensityY << 2)) - (intensityY << 1));
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}
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if (intensityZ) viewz += quakefactor * ((pr_torchflicker() % (intensityZ << 2)) - (intensityZ << 1));
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}
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}
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@ -4403,6 +4403,28 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
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P_StartQuake(self, 0, intensity, duration, damrad, tremrad, sound);
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}
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//===========================================================================
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//
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// A_QuakeEx
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//
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// Extended version of A_Quake. Takes individual axis into account and can
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// take a flag.
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//===========================================================================
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DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
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{
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ACTION_PARAM_START(8);
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ACTION_PARAM_INT(intensityX, 0);
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ACTION_PARAM_INT(intensityY, 1);
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ACTION_PARAM_INT(intensityZ, 2);
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ACTION_PARAM_INT(duration, 3);
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ACTION_PARAM_INT(damrad, 4);
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ACTION_PARAM_INT(tremrad, 5);
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ACTION_PARAM_SOUND(sound, 6);
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ACTION_PARAM_INT(flags, 7);
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P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags);
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}
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//===========================================================================
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//
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// A_Weave
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@ -299,6 +299,7 @@ ACTOR Actor native //: Thinker
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action native A_SetUserArray(name varname, int index, int value);
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action native A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
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action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
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action native A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0);
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action native A_SetTics(int tics);
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action native A_SetDamageType(name damagetype);
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action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);
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FAF_NODISTFACTOR = 8,
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};
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// Flags for A_QuakeEx
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enum
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{
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QF_RELATIVE = 1,
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};
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// This is only here to provide one global variable for testing.
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native int testglobalvar;
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