#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, double waveSpeedX, double waveSpeedY, double waveSpeedZ) : 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 << FRACBITS; m_IntensityY = intensityY << FRACBITS; m_IntensityZ = intensityZ << FRACBITS; m_CountdownStart = duration; m_Countdown = duration; m_Flags = flags; m_WaveSpeedX = (float)waveSpeedX; m_WaveSpeedY = (float)waveSpeedY; m_WaveSpeedZ = (float)waveSpeedZ; } //========================================================================== // // 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; } if (SaveVersion < 4520) { m_CountdownStart = 0; } else { arc << m_CountdownStart; } if (SaveVersion < 4521) { m_WaveSpeedX = m_WaveSpeedY = m_WaveSpeedZ = 0; m_IntensityX <<= FRACBITS; m_IntensityY <<= FRACBITS; m_IntensityZ <<= FRACBITS; } else { arc << m_WaveSpeedX << m_WaveSpeedY << m_WaveSpeedZ; } } //========================================================================== // // 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 = m_Spot->AproxDistance (victim, true); // 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(); } } fixed_t DEarthquake::GetModWave(double waveMultiplier) const { //QF_WAVE converts intensity into amplitude and unlocks a new property, the wave length. //This is, in short, waves per second (full cycles, mind you, from 0 to 360.) //Named waveMultiplier because that's as the name implies: adds more waves per second. double time = m_Countdown - FIXED2DBL(r_TicFrac); return FLOAT2FIXED(sin(waveMultiplier * time * (M_PI * 2 / TICRATE))); } //========================================================================== // // DEarthquake :: GetModIntensity // // Given a base intensity, modify it according to the quake's flags. // //========================================================================== fixed_t DEarthquake::GetModIntensity(fixed_t intensity) const { assert(m_CountdownStart >= m_Countdown); intensity += intensity; // always doubled if (m_Flags & (QF_SCALEDOWN | QF_SCALEUP)) { int scalar; if ((m_Flags & (QF_SCALEDOWN | QF_SCALEUP)) == (QF_SCALEDOWN | QF_SCALEUP)) { scalar = (m_Flags & QF_MAX) ? MAX(m_Countdown, m_CountdownStart - m_Countdown) : MIN(m_Countdown, m_CountdownStart - m_Countdown); if (m_Flags & QF_FULLINTENSITY) { scalar *= 2; } } else if (m_Flags & QF_SCALEDOWN) { scalar = m_Countdown; } else // QF_SCALEUP { scalar = m_CountdownStart - m_Countdown; } assert(m_CountdownStart > 0); intensity = Scale(intensity, scalar, m_CountdownStart); } return intensity; } //========================================================================== // // DEarthquake::StaticGetQuakeIntensity // // Searches for all quakes near the victim and returns their combined // intensity. // // Pre: jiggers was pre-zeroed by the caller. // //========================================================================== int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jiggers) { if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP)) { return 0; } TThinkerIterator iterator(STAT_EARTHQUAKE); DEarthquake *quake; int count = 0; while ( (quake = iterator.Next()) != NULL) { if (quake->m_Spot != NULL) { fixed_t dist = quake->m_Spot->AproxDistance (victim, true); if (dist < quake->m_TremorRadius) { ++count; fixed_t x = quake->GetModIntensity(quake->m_IntensityX); fixed_t y = quake->GetModIntensity(quake->m_IntensityY); fixed_t z = quake->GetModIntensity(quake->m_IntensityZ); if (!(quake->m_Flags & QF_WAVE)) { if (quake->m_Flags & QF_RELATIVE) { jiggers.RelIntensityX = MAX(x, jiggers.RelIntensityX); jiggers.RelIntensityY = MAX(y, jiggers.RelIntensityY); jiggers.RelIntensityZ = MAX(z, jiggers.RelIntensityZ); } else { jiggers.IntensityX = MAX(x, jiggers.IntensityX); jiggers.IntensityY = MAX(y, jiggers.IntensityY); jiggers.IntensityZ = MAX(z, jiggers.IntensityZ); } } else { fixed_t mx = FixedMul(x, quake->GetModWave(quake->m_WaveSpeedX)); fixed_t my = FixedMul(y, quake->GetModWave(quake->m_WaveSpeedY)); fixed_t mz = FixedMul(z, quake->GetModWave(quake->m_WaveSpeedZ)); // [RH] This only gives effect to the last sine quake. I would // prefer if some way was found to make multiples coexist // peacefully, but just summing them together is undesirable // because they could cancel each other out depending on their // relative phases. if (quake->m_Flags & QF_RELATIVE) { jiggers.RelOffsetX = mx; jiggers.RelOffsetY = my; jiggers.RelOffsetZ = mz; } else { jiggers.OffsetX = mx; jiggers.OffsetY = my; jiggers.OffsetZ = mz; } } } } } 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, double waveSpeedX, double waveSpeedY, double waveSpeedZ) { 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, waveSpeedX, waveSpeedY, waveSpeedZ); return true; } } else { FActorIterator iterator (tid); while ( (center = iterator.Next ()) ) { res = true; new DEarthquake(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad, quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ); } } 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, 0, 0, 0); }