#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" #include "farchive.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 intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesound, int flags) : DThinker(STAT_EARTHQUAKE) { m_QuakeSFX = quakesound; m_Spot = center; // Radii are specified in tile units (64 pixels) m_DamageRadius = damrad << (FRACBITS); m_TremorRadius = tremrad << (FRACBITS); m_IntensityX = intensityX; m_IntensityY = intensityY; m_IntensityZ = intensityZ; m_Countdown = duration; m_Flags = flags; } //========================================================================== // // DEarthquake :: Serialize // //========================================================================== void DEarthquake::Serialize (FArchive &arc) { Super::Serialize (arc); arc << m_Spot << m_IntensityX << m_Countdown << m_TremorRadius << m_DamageRadius << m_QuakeSFX; if (SaveVersion < 4519) { m_IntensityY = m_IntensityX; m_IntensityZ = 0; m_Flags = 0; } else { arc << m_IntensityY << m_IntensityZ << m_Flags; } } //========================================================================== // // 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); } 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(); if (m_IntensityX == m_IntensityY) { // Thrust in a circle P_ThrustMobj (victim, an, m_IntensityX << (FRACBITS-1)); } else { // Thrust in an ellipse an >>= ANGLETOFINESHIFT; // So this is actually completely wrong, but it ought to be good // enough. Otherwise, I'd have to use tangents and square roots. victim->velx += FixedMul(m_IntensityX << (FRACBITS-1), finecosine[an]); victim->vely += FixedMul(m_IntensityY << (FRACBITS-1), finesine[an]); } } } } } if (--m_Countdown == 0) { if (S_IsActorPlayingSomething(m_Spot, CHAN_BODY, m_QuakeSFX)) { S_StopSound(m_Spot, CHAN_BODY); } Destroy(); } } //========================================================================== // // DEarthquake::StaticGetQuakeIntensity // // Searches for all quakes near the victim and returns their combined // intensity. // //========================================================================== int DEarthquake::StaticGetQuakeIntensities(AActor *victim, int &x, int &y, int &z, int &relx, int &rely, int &relz) { if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP)) { return 0; } x = y = z = relx = rely = 0; TThinkerIterator iterator(STAT_EARTHQUAKE); DEarthquake *quake; int count = 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) { ++count; if (quake->m_Flags & QF_RELATIVE) { relx = MAX(relx, quake->m_IntensityX); rely = MAX(rely, quake->m_IntensityY); relz = MAX(relz, quake->m_IntensityZ); } else { x = MAX(x, quake->m_IntensityX); y = MAX(y, quake->m_IntensityY); z = MAX(z, quake->m_IntensityZ); } } } } 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) { 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, quakesfx, flags); return true; } } else { FActorIterator iterator (tid); while ( (center = iterator.Next ()) ) { res = true; new DEarthquake(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad, quakesfx, flags); } } return res; } bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx) { //Maintains original behavior by passing 0 to intensityZ, and flags. return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0); }