Added QF_DAMAGEFALLOFF.

This flag makes it so that the damage and actor thrusting of earthquakes fades with distance like the screen shake effect does.
This commit is contained in:
inkoalawetrust 2023-01-07 13:49:14 +02:00 committed by Rachael Alexanderson
parent 194f73a94b
commit 8d95138735
3 changed files with 34 additions and 23 deletions

View file

@ -116,6 +116,7 @@ enum
QF_GROUNDONLY = 1 << 7,
QF_AFFECTACTORS = 1 << 8,
QF_SHAKEONLY = 1 << 9,
QF_DAMAGEFALLOFF = 1 << 10,
};
struct FQuakeJiggers
@ -153,8 +154,8 @@ public:
double GetModIntensity(double intensity, bool fake = false) const;
double GetModWave(double ticFrac, double waveMultiplier) const;
double GetFalloff(double dist) const;
void DoQuakeDamage(DEarthquake *quake, AActor *victim) const;
double GetFalloff(double dist, double radius) const;
void DoQuakeDamage(DEarthquake *quake, AActor *victim, bool falloff) const;
static int StaticGetQuakeIntensities(double ticFrac, AActor *viewer, FQuakeJiggers &jiggers);
};

View file

@ -33,6 +33,7 @@
#include "d_player.h"
#include "r_utility.h"
#include "g_levellocals.h"
#include <p_maputl.h>
static FRandom pr_quake ("Quake");
@ -123,16 +124,17 @@ void DEarthquake::Tick ()
{
if (m_Flags & QF_AFFECTACTORS)
{
auto iterator = m_Spot->Level->GetThinkerIterator<AActor>();
AActor* mo = nullptr;
FPortalGroupArray check(FPortalGroupArray::PGA_Full3d);
FMultiBlockThingsIterator it(check,m_Spot,m_DamageRadius,false);
FMultiBlockThingsIterator::CheckResult cres;
while ((mo = iterator.Next()) != NULL)
while (it.Next(&cres))
{
if (mo == m_Spot) //Ignore the earthquake origin.
AActor *mo = cres.thing;
if (mo == nullptr || mo == m_Spot) //Ignore null references and the earthquake origin.
continue;
DoQuakeDamage(this, mo);
DoQuakeDamage(this, mo, !!(m_Flags & QF_DAMAGEFALLOFF));
}
}
else
@ -142,7 +144,7 @@ void DEarthquake::Tick ()
if (Level->PlayerInGame(i) && !(Level->Players[i]->cheats & CF_NOCLIP))
{
AActor* victim = Level->Players[i]->mo;
DoQuakeDamage(this, victim);
DoQuakeDamage(this, victim, !!(m_Flags & QF_DAMAGEFALLOFF));
}
}
}
@ -168,26 +170,33 @@ void DEarthquake::Tick ()
//
//==========================================================================
void DEarthquake::DoQuakeDamage(DEarthquake *quake, AActor *victim) const
//[inkoalawetrust] Todo: Add a damage multiplier variable to DEarthquake ? Could be useful for making stronger earthquakes more damaging and stuff.
void DEarthquake::DoQuakeDamage(DEarthquake *quake, AActor *victim, bool falloff) const
{
double dist;
double thrustfalloff = 0.f;
int damage = 0;
if (!quake || !victim) return;
dist = quake->m_Spot->Distance2D(victim, true);
thrustfalloff = falloff ? GetFalloff(dist, m_DamageRadius) : 1.0;
// Check if in damage radius
if (dist < m_DamageRadius && victim->Z() <= victim->floorz)
{
if (!(quake->m_Flags & QF_SHAKEONLY) && pr_quake() < 50)
{
P_DamageMobj(victim, NULL, NULL, pr_quake.HitDice(1), NAME_Quake);
damage = falloff ? pr_quake.HitDice(1) * GetFalloff(dist, m_DamageRadius) : pr_quake.HitDice(1);
damage = damage < 1 ? 1 : damage; //Do at least a tiny bit of damage when in radius.
P_DamageMobj(victim, NULL, NULL, damage, NAME_Quake);
}
// Thrust player or thrustable actor around
if (victim->player || !(victim->flags7 & MF7_DONTTHRUST))
// Thrust pushable actor around
if (!(victim->flags7 & MF7_DONTTHRUST))
{
DAngle an = victim->Angles.Yaw + DAngle::fromDeg(pr_quake());
victim->Vel.X += m_Intensity.X * an.Cos() * 0.5;
victim->Vel.Y += m_Intensity.Y * an.Sin() * 0.5;
victim->Vel.X += m_Intensity.X * an.Cos() * 0.5 * thrustfalloff;
victim->Vel.Y += m_Intensity.Y * an.Sin() * 0.5 * thrustfalloff;
}
}
return;
@ -285,19 +294,19 @@ double DEarthquake::GetModIntensity(double intensity, bool fake) const
//
// DEarthquake :: GetFalloff
//
// Given the distance of the player from the quake, find the multiplier.
// Given the distance of the actor from the quake, find the multiplier.
//
//==========================================================================
double DEarthquake::GetFalloff(double dist) const
double DEarthquake::GetFalloff(double dist, double radius) const
{
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.
if ((dist < m_Falloff) || (m_Falloff >= radius) || (m_Falloff <= 0) || (radius - m_Falloff <= 0))
{ //Actor inside the minimum falloff range, or safety check kicked in.
return 1.;
}
else if ((dist > m_Falloff) && (dist < m_TremorRadius))
{ //Player inside the radius, and outside the min distance for falloff.
double tremorsize = m_TremorRadius - m_Falloff;
else if ((dist > m_Falloff) && (dist < radius))
{ //Actor inside the radius, and outside the min distance for falloff.
double tremorsize = radius - m_Falloff;
assert(tremorsize > 0);
return (1. - ((dist - m_Falloff) / tremorsize));
}
@ -341,7 +350,7 @@ int DEarthquake::StaticGetQuakeIntensities(double ticFrac, AActor *victim, FQuak
if (dist < quake->m_TremorRadius)
{
++count;
const double falloff = quake->GetFalloff(dist);
const double falloff = quake->GetFalloff(dist, quake->m_TremorRadius);
const double r = quake->GetModIntensity(quake->m_RollIntensity);
const double strength = quake->GetModIntensity(1.0, true);
DVector3 intensity;

View file

@ -655,6 +655,7 @@ enum EQuakeFlags
QF_GROUNDONLY = 1 << 7,
QF_AFFECTACTORS = 1 << 8,
QF_SHAKEONLY = 1 << 9,
QF_DAMAGEFALLOFF = 1 << 10,
};
// A_CheckProximity flags