mirror of
https://github.com/ZDoom/gzdoom-gles.git
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284fd3e20f
- This could cause problems in places like the GZDoom renderer in the odd circumstance, causing the camera to become stuck in the floor or ceiling until the quake expires.
233 lines
6.2 KiB
C++
233 lines
6.2 KiB
C++
#include "templates.h"
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#include "doomtype.h"
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#include "doomstat.h"
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#include "p_local.h"
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#include "actor.h"
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#include "m_bbox.h"
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#include "m_random.h"
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#include "s_sound.h"
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#include "a_sharedglobal.h"
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#include "statnums.h"
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#include "farchive.h"
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static FRandom pr_quake ("Quake");
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IMPLEMENT_POINTY_CLASS (DEarthquake)
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DECLARE_POINTER (m_Spot)
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END_POINTERS
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//==========================================================================
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//
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// DEarthquake :: DEarthquake private constructor
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//
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//==========================================================================
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DEarthquake::DEarthquake()
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: DThinker(STAT_EARTHQUAKE)
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{
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}
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//==========================================================================
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//
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// DEarthquake :: DEarthquake public constructor
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//
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//==========================================================================
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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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m_Spot = center;
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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_IntensityX = intensityX;
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m_IntensityY = intensityY;
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m_IntensityZ = intensityZ;
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m_Countdown = duration;
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m_Flags = flags;
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}
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//==========================================================================
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//
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// DEarthquake :: Serialize
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//
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//==========================================================================
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void DEarthquake::Serialize (FArchive &arc)
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{
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Super::Serialize (arc);
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arc << m_Spot << m_IntensityX << m_Countdown
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<< m_TremorRadius << m_DamageRadius
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<< m_QuakeSFX;
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if (SaveVersion < 4519)
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{
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m_IntensityY = m_IntensityX;
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m_IntensityZ = 0;
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m_Flags = 0;
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}
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else
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{
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arc << m_IntensityY << m_IntensityZ << m_Flags;
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}
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}
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//==========================================================================
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//
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// DEarthquake :: Tick
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//
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// Deals damage to any players near the earthquake and makes sure it's
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// making noise.
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//
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//==========================================================================
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void DEarthquake::Tick ()
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{
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int i;
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if (m_Spot == NULL)
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{
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Destroy ();
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return;
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}
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if (!S_IsActorPlayingSomething (m_Spot, CHAN_BODY, m_QuakeSFX))
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{
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S_Sound (m_Spot, CHAN_BODY | CHAN_LOOP, m_QuakeSFX, 1, ATTN_NORM);
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}
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if (m_DamageRadius > 0)
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{
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && !(players[i].cheats & CF_NOCLIP))
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{
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AActor *victim = players[i].mo;
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fixed_t dist;
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dist = P_AproxDistance (victim->x - m_Spot->x, victim->y - m_Spot->y);
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// Check if in damage radius
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if (dist < m_DamageRadius && victim->z <= victim->floorz)
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{
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if (pr_quake() < 50)
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{
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P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), NAME_None);
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}
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// Thrust player around
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angle_t an = victim->angle + ANGLE_1*pr_quake();
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if (m_IntensityX == m_IntensityY)
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{ // Thrust in a circle
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P_ThrustMobj (victim, an, m_IntensityX << (FRACBITS-1));
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}
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else
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{ // Thrust in an ellipse
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an >>= ANGLETOFINESHIFT;
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// So this is actually completely wrong, but it ought to be good
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// enough. Otherwise, I'd have to use tangents and square roots.
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victim->velx += FixedMul(m_IntensityX << (FRACBITS-1), finecosine[an]);
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victim->vely += FixedMul(m_IntensityY << (FRACBITS-1), finesine[an]);
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}
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}
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}
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}
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}
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if (--m_Countdown == 0)
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{
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if (S_IsActorPlayingSomething(m_Spot, CHAN_BODY, m_QuakeSFX))
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{
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S_StopSound(m_Spot, CHAN_BODY);
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}
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Destroy();
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}
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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::StaticGetQuakeIntensities(AActor *victim,
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int &x, int &y, int &z, int &relx, int &rely, int &relz)
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{
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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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x = y = z = relx = rely = relz = 0;
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TThinkerIterator<DEarthquake> iterator(STAT_EARTHQUAKE);
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DEarthquake *quake;
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int count = 0;
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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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++count;
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if (quake->m_Flags & QF_RELATIVE)
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{
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relx = MAX(relx, quake->m_IntensityX);
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rely = MAX(rely, quake->m_IntensityY);
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relz = MAX(relz, quake->m_IntensityZ);
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}
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else
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{
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x = MAX(x, quake->m_IntensityX);
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y = MAX(y, quake->m_IntensityY);
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z = MAX(z, quake->m_IntensityZ);
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}
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}
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}
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}
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return count;
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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_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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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, 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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else
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{
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FActorIterator iterator (tid);
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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, 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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