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https://github.com/ZDoom/qzdoom-gpl.git
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Wave quakes now stack.
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parent
ce13b5c6e1
commit
043ada24da
3 changed files with 47 additions and 43 deletions
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@ -161,7 +161,7 @@ double DEarthquake::GetModWave(double waveMultiplier) const
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//
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//==========================================================================
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double DEarthquake::GetModIntensity(double intensity) const
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double DEarthquake::GetModIntensity(double intensity, bool fake) const
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{
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assert(m_CountdownStart >= m_Countdown);
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@ -195,7 +195,7 @@ double DEarthquake::GetModIntensity(double intensity) const
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}
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scalar = (scalar > divider) ? divider : scalar;
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if (m_Flags & QF_FULLINTENSITY)
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if (!fake && (m_Flags & QF_FULLINTENSITY))
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{
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scalar *= 2;
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}
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@ -273,64 +273,69 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
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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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while ( (quake = iterator.Next()) != nullptr)
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{
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if (quake->m_Spot != NULL)
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if (quake->m_Spot != nullptr)
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{
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double dist = quake->m_Spot->Distance2D (victim, true);
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const double dist = quake->m_Spot->Distance2D(victim, true);
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if (dist < quake->m_TremorRadius)
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{
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const double falloff = quake->GetFalloff(dist);
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const double rfalloff = (quake->m_RollIntensity != 0) ? falloff : 0.;
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++count;
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double x = quake->GetModIntensity(quake->m_Intensity.X);
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double y = quake->GetModIntensity(quake->m_Intensity.Y);
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double z = quake->GetModIntensity(quake->m_Intensity.Z);
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double r = quake->GetModIntensity(quake->m_RollIntensity);
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const double falloff = quake->GetFalloff(dist);
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const double r = quake->GetModIntensity(quake->m_RollIntensity);
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const double strength = quake->GetModIntensity(1.0, true);
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DVector3 intensity;
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intensity.X = quake->GetModIntensity(quake->m_Intensity.X);
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intensity.Y = quake->GetModIntensity(quake->m_Intensity.Y);
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intensity.Z = quake->GetModIntensity(quake->m_Intensity.Z);
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if (!(quake->m_Flags & QF_WAVE))
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{
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jiggers.Falloff = MAX(falloff, jiggers.Falloff);
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jiggers.RFalloff = MAX(rfalloff, jiggers.RFalloff);
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jiggers.RollIntensity = MAX(r, jiggers.RollIntensity);
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jiggers.RollIntensity = MAX(r, jiggers.RollIntensity) * jiggers.Falloff;
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intensity *= jiggers.Falloff;
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if (quake->m_Flags & QF_RELATIVE)
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{
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jiggers.RelIntensity.X = MAX(x, jiggers.RelIntensity.X);
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jiggers.RelIntensity.Y = MAX(y, jiggers.RelIntensity.Y);
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jiggers.RelIntensity.Z = MAX(z, jiggers.RelIntensity.Z);
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jiggers.RelIntensity.X = MAX(intensity.X, jiggers.RelIntensity.X);
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jiggers.RelIntensity.Y = MAX(intensity.Y, jiggers.RelIntensity.Y);
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jiggers.RelIntensity.Z = MAX(intensity.Z, jiggers.RelIntensity.Z);
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}
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else
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{
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jiggers.Intensity.X = MAX(x, jiggers.Intensity.X);
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jiggers.Intensity.Y = MAX(y, jiggers.Intensity.Y);
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jiggers.Intensity.Z = MAX(z, jiggers.Intensity.Z);
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jiggers.Intensity.X = MAX(intensity.X, jiggers.Intensity.X);
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jiggers.Intensity.Y = MAX(intensity.Y, jiggers.Intensity.Y);
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jiggers.Intensity.Z = MAX(intensity.Z, jiggers.Intensity.Z);
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}
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}
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else
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{
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jiggers.WFalloff = MAX(falloff, jiggers.WFalloff);
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jiggers.RWFalloff = MAX(rfalloff, jiggers.RWFalloff);
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jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave);
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double mx = x * quake->GetModWave(quake->m_WaveSpeed.X);
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double my = y * quake->GetModWave(quake->m_WaveSpeed.Y);
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double mz = z * quake->GetModWave(quake->m_WaveSpeed.Z);
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jiggers.Falloff = MAX(falloff, jiggers.Falloff);
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jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave) * jiggers.Falloff * strength;
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intensity.X *= quake->GetModWave(quake->m_WaveSpeed.X);
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intensity.Y *= quake->GetModWave(quake->m_WaveSpeed.Y);
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intensity.Z *= quake->GetModWave(quake->m_WaveSpeed.Z);
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intensity *= strength * jiggers.Falloff;
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// [RH] This only gives effect to the last sine quake. I would
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// prefer if some way was found to make multiples coexist
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// peacefully, but just summing them together is undesirable
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// because they could cancel each other out depending on their
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// relative phases.
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// [MC] Now does so. And they stack rather well. I'm a little
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// surprised at how easy it was.
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if (quake->m_Flags & QF_RELATIVE)
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{
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jiggers.RelOffset.X = mx;
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jiggers.RelOffset.Y = my;
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jiggers.RelOffset.Z = mz;
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jiggers.RelOffset += intensity;
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}
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else
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{
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jiggers.Offset.X = mx;
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jiggers.Offset.Y = my;
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jiggers.Offset.Z = mz;
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jiggers.Offset += intensity;
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}
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}
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}
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@ -153,7 +153,7 @@ struct FQuakeJiggers
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DVector3 RelIntensity;
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DVector3 Offset;
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DVector3 RelOffset;
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double Falloff, WFalloff, RFalloff, RWFalloff;
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double Falloff;
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double RollIntensity, RollWave;
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};
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@ -180,8 +180,7 @@ public:
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int m_Highpoint, m_MiniCount;
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double m_RollIntensity, m_RollWave;
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double GetModIntensity(double intensity) const;
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double GetModIntensity(double intensity, bool fake = false) const;
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double GetModWave(double waveMultiplier) const;
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double GetFalloff(double dist) const;
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@ -656,7 +656,7 @@ void R_AddInterpolationPoint(const DVector3a &vec)
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//
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//==========================================================================
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static double QuakePower(double factor, double intensity, double offset, double falloff, double wfalloff)
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static double QuakePower(double factor, double intensity, double offset)
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{
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double randumb;
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if (intensity == 0)
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@ -667,7 +667,7 @@ static double QuakePower(double factor, double intensity, double offset, double
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{
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randumb = pr_torchflicker.GenRand_Real2() * (intensity * 2) - intensity;
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}
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return factor * (wfalloff * offset + falloff * randumb);
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return factor * (offset + randumb);
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}
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//==========================================================================
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@ -797,36 +797,36 @@ void R_SetupFrame (AActor *actor)
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if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0)
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{
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ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.RFalloff, jiggers.RWFalloff);
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ViewRoll += QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave);
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}
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if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0)
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{
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an = camera->Angles.Yaw;
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double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X, jiggers.Falloff, jiggers.WFalloff);
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double power = QuakePower(quakefactor, jiggers.RelIntensity.X, jiggers.RelOffset.X);
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ViewPos += an.ToVector(power);
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}
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if (jiggers.RelIntensity.Y != 0 || jiggers.RelOffset.Y != 0)
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{
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an = camera->Angles.Yaw + 90;
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double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y, jiggers.Falloff, jiggers.WFalloff);
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double power = QuakePower(quakefactor, jiggers.RelIntensity.Y, jiggers.RelOffset.Y);
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ViewPos += an.ToVector(power);
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}
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// FIXME: Relative Z is not relative
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if (jiggers.RelIntensity.Z != 0 || jiggers.RelOffset.Z != 0)
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{
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ViewPos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z, jiggers.Falloff, jiggers.WFalloff);
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ViewPos.Z += QuakePower(quakefactor, jiggers.RelIntensity.Z, jiggers.RelOffset.Z);
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}
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if (jiggers.Intensity.X != 0 || jiggers.Offset.X != 0)
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{
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ViewPos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X, jiggers.Falloff, jiggers.WFalloff);
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ViewPos.X += QuakePower(quakefactor, jiggers.Intensity.X, jiggers.Offset.X);
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}
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if (jiggers.Intensity.Y != 0 || jiggers.Offset.Y != 0)
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{
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ViewPos.Y += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y, jiggers.Falloff, jiggers.WFalloff);
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ViewPos.Y += QuakePower(quakefactor, jiggers.Intensity.Y, jiggers.Offset.Y);
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}
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if (jiggers.Intensity.Z != 0 || jiggers.Offset.Z != 0)
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{
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ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff);
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ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z);
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}
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}
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}
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