#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 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; }