From c972caa9f3381d175c06af90cd70d00af83f9c46 Mon Sep 17 00:00:00 2001 From: MajorCooke Date: Mon, 25 Apr 2016 09:56:01 -0500 Subject: [PATCH] - Added rollIntensity and rollWave to A_QuakeEx. - Instead of moving the camera around, it rolls the camera. - This only has an effect in GZDoom. --- src/g_shared/a_quake.cpp | 22 +++++++++++++++------- src/g_shared/a_sharedglobal.h | 8 +++++--- src/p_acs.cpp | 4 +++- src/p_mobj.cpp | 5 +++-- src/p_spec.h | 2 +- src/r_utility.cpp | 9 +++++++++ src/thingdef/thingdef_codeptr.cpp | 6 +++++- src/vectors.h | 3 ++- wadsrc/static/actors/actor.txt | 2 +- 9 files changed, 44 insertions(+), 17 deletions(-) diff --git a/src/g_shared/a_quake.cpp b/src/g_shared/a_quake.cpp index a970f8969..bcbe05814 100644 --- a/src/g_shared/a_quake.cpp +++ b/src/g_shared/a_quake.cpp @@ -37,7 +37,8 @@ DEarthquake::DEarthquake() 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, int falloff, int highpoint) + double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, int rollIntensity, + double rollWave) : DThinker(STAT_EARTHQUAKE) { m_QuakeSFX = quakesound; @@ -53,6 +54,8 @@ DEarthquake::DEarthquake(AActor *center, int intensityX, int intensityY, int int m_Falloff = falloff; m_Highpoint = highpoint; m_MiniCount = highpoint; + m_RollIntensity = rollIntensity; + m_RollWave = rollWave; } //========================================================================== @@ -68,7 +71,8 @@ void DEarthquake::Serialize (FArchive &arc) << m_TremorRadius << m_DamageRadius << m_QuakeSFX << m_Flags << m_CountdownStart << m_WaveSpeed - << m_Falloff << m_Highpoint << m_MiniCount; + << m_Falloff << m_Highpoint << m_MiniCount + << m_RollIntensity; } //========================================================================== @@ -281,11 +285,12 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger double x = quake->GetModIntensity(quake->m_Intensity.X); double y = quake->GetModIntensity(quake->m_Intensity.Y); double z = quake->GetModIntensity(quake->m_Intensity.Z); - + double r = quake->GetModIntensity(quake->m_RollIntensity); if (!(quake->m_Flags & QF_WAVE)) { jiggers.Falloff = MAX(falloff, jiggers.Falloff); + jiggers.RollIntensity = MAX(r, jiggers.RollIntensity); if (quake->m_Flags & QF_RELATIVE) { jiggers.RelIntensity.X = MAX(x, jiggers.RelIntensity.X); @@ -302,9 +307,11 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger else { jiggers.WFalloff = MAX(falloff, jiggers.WFalloff); + double mr = r * quake->GetModWave(quake->m_RollWave); double mx = x * quake->GetModWave(quake->m_WaveSpeed.X); double my = y * quake->GetModWave(quake->m_WaveSpeed.Y); double mz = z * quake->GetModWave(quake->m_WaveSpeed.Z); + jiggers.RollWave = r * quake->GetModWave(quake->m_RollWave); // [RH] This only gives effect to the last sine quake. I would // prefer if some way was found to make multiples coexist @@ -338,7 +345,8 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger 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, int falloff, int highpoint) + double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, + int rollIntensity, double rollWave) { AActor *center; bool res = false; @@ -352,7 +360,7 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, if (activator != NULL) { new DEarthquake(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad, - quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint); + quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint, rollIntensity, rollWave); return true; } } @@ -363,7 +371,7 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, { res = true; new DEarthquake(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad, - quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint); + quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ, falloff, highpoint, rollIntensity, rollWave); } } @@ -372,5 +380,5 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, 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, flags, and everything else after QSFX. - return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0, 0, 0); + return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0, 0, 0, 0, 0); } diff --git a/src/g_shared/a_sharedglobal.h b/src/g_shared/a_sharedglobal.h index f746375d3..e3a30fc67 100644 --- a/src/g_shared/a_sharedglobal.h +++ b/src/g_shared/a_sharedglobal.h @@ -153,8 +153,8 @@ struct FQuakeJiggers DVector3 RelIntensity; DVector3 Offset; DVector3 RelOffset; - double Falloff; - double WFalloff; + double Falloff, WFalloff; + double RollIntensity, RollWave; }; class DEarthquake : public DThinker @@ -164,7 +164,7 @@ class DEarthquake : public DThinker public: DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, - double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint); + double waveSpeedX, double waveSpeedY, double waveSpeedZ, int falloff, int highpoint, int rollIntensity, double rollWave); void Serialize (FArchive &arc); void Tick (); @@ -178,6 +178,8 @@ public: DVector3 m_WaveSpeed; double m_Falloff; int m_Highpoint, m_MiniCount; + double m_RollIntensity, m_RollWave; + double GetModIntensity(double intensity) const; double GetModWave(double waveMultiplier) const; diff --git a/src/p_acs.cpp b/src/p_acs.cpp index 266ff0bdc..088612e2a 100644 --- a/src/p_acs.cpp +++ b/src/p_acs.cpp @@ -5768,7 +5768,9 @@ doplaysound: if (funcIndex == ACSF_PlayActorSound) argCount > 10 ? ACSToDouble(args[10]) : 1.0, argCount > 11 ? ACSToDouble(args[11]) : 1.0, argCount > 12 ? args[12] : 0, - argCount > 13 ? args[13] : 0); + argCount > 13 ? args[13] : 0, + argCount > 14 ? args[14] : 0, + argCount > 15 ? args[15] : 0); } case ACSF_SetLineActivation: diff --git a/src/p_mobj.cpp b/src/p_mobj.cpp index b7d887195..ffb1c3a4f 100644 --- a/src/p_mobj.cpp +++ b/src/p_mobj.cpp @@ -238,6 +238,7 @@ void AActor::Serialize(FArchive &arc) << Angles.Yaw << Angles.Pitch << Angles.Roll + << Angles.CamRoll << frame << Scale << RenderStyle @@ -4592,7 +4593,7 @@ APlayerPawn *P_SpawnPlayer (FPlayerStart *mthing, int playernum, int flags) } mobj->Angles.Yaw = SpawnAngle; - mobj->Angles.Pitch = mobj->Angles.Roll = 0.; + mobj->Angles.Pitch = mobj->Angles.Roll = mobj->Angles.CamRoll = 0.; mobj->health = p->health; // [RH] Set player sprite based on skin @@ -5074,7 +5075,7 @@ AActor *P_SpawnMapThing (FMapThing *mthing, int position) if (mthing->pitch) mobj->Angles.Pitch = (double)mthing->pitch; if (mthing->roll) - mobj->Angles.Roll = (double)mthing->roll; + mobj->Angles.Roll = mobj->Angles.CamRoll = (double)mthing->roll; if (mthing->score) mobj->Score = mthing->score; if (mthing->fillcolor) diff --git a/src/p_spec.h b/src/p_spec.h index 7bd04f48c..28c73914e 100644 --- a/src/p_spec.h +++ b/src/p_spec.h @@ -698,7 +698,7 @@ void P_DoDeferedScripts (void); // // [RH] p_quake.c // -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, int falloff, int highpoint); +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, int falloff, int highpoint, int rollIntensity, double rollWave); bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx); #endif diff --git a/src/r_utility.cpp b/src/r_utility.cpp index d948657e7..dc32a2c70 100644 --- a/src/r_utility.cpp +++ b/src/r_utility.cpp @@ -799,6 +799,7 @@ void R_SetupFrame (AActor *actor) P_AimCamera (camera, campos, camangle, viewsector, unlinked); // fixme: This needs to translate the angle, too. iview->New.Pos = campos; iview->New.Angles.Yaw = camangle; + r_showviewer = true; // Interpolating this is a very complicated thing because nothing keeps track of the aim camera's movement, so whenever we detect a portal transition // it's probably best to just reset the interpolation for this move. @@ -868,6 +869,10 @@ void R_SetupFrame (AActor *actor) double quakefactor = r_quakeintensity; DAngle an; + if (jiggers.RollIntensity != 0 || jiggers.RollWave != 0) + { + camera->Angles.CamRoll = camera->Angles.Roll + QuakePower(quakefactor, jiggers.RollIntensity, jiggers.RollWave, jiggers.Falloff, jiggers.WFalloff); + } if (jiggers.RelIntensity.X != 0 || jiggers.RelOffset.X != 0) { an = camera->Angles.Yaw; @@ -898,6 +903,10 @@ void R_SetupFrame (AActor *actor) ViewPos.Z += QuakePower(quakefactor, jiggers.Intensity.Z, jiggers.Offset.Z, jiggers.Falloff, jiggers.WFalloff); } } + else + { + camera->Angles.CamRoll = camera->Angles.Roll; + } } extralight = camera->player ? camera->player->extralight : 0; diff --git a/src/thingdef/thingdef_codeptr.cpp b/src/thingdef/thingdef_codeptr.cpp index 394619322..689e9425a 100644 --- a/src/thingdef/thingdef_codeptr.cpp +++ b/src/thingdef/thingdef_codeptr.cpp @@ -2388,6 +2388,7 @@ static bool InitSpawnedItem(AActor *self, AActor *mo, int flags) if (flags & SIXF_TRANSFERROLL) { mo->Angles.Roll = self->Angles.Roll; + mo->Angles.CamRoll = self->Angles.CamRoll; } if (flags & SIXF_ISTARGET) @@ -4985,7 +4986,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx) PARAM_FLOAT_OPT(mulWaveZ) { mulWaveZ = 1.; } PARAM_INT_OPT(falloff) { falloff = 0; } PARAM_INT_OPT(highpoint) { highpoint = 0; } - P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint); + PARAM_INT_OPT(rollIntensity) { rollIntensity = 0; } + PARAM_FLOAT_OPT(rollWave) { rollWave = 0.; } + P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ, falloff, highpoint, + rollIntensity, rollWave); return 0; } diff --git a/src/vectors.h b/src/vectors.h index 8b81d05b2..caa9c2f20 100644 --- a/src/vectors.h +++ b/src/vectors.h @@ -1135,7 +1135,8 @@ struct TRotator Angle Pitch; // up/down Angle Yaw; // left/right - Angle Roll; // rotation about the forward axis + Angle Roll; // rotation about the forward axis. + Angle CamRoll; // Roll specific to actor cameras. Used by quakes. TRotator () { diff --git a/wadsrc/static/actors/actor.txt b/wadsrc/static/actors/actor.txt index 469c1b624..b6543cd7e 100644 --- a/wadsrc/static/actors/actor.txt +++ b/wadsrc/static/actors/actor.txt @@ -281,7 +281,7 @@ ACTOR Actor native //: Thinker native void A_SetUserArrayFloat(name varname, int index, float value); native void A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0); native void A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake"); - native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0); + native void A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0, float mulWaveX = 1, float mulWaveY = 1, float mulWaveZ = 1, int falloff = 0, int highpoint = 0, int rollIntensity = 0, float rollWave = 0); action native A_SetTics(int tics); native void A_SetDamageType(name damagetype); native void A_DropItem(class item, int dropamount = -1, int chance = 256);