qzdoom/src/g_shared/a_quake.cpp

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#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 = relz = 0;
TThinkerIterator<DEarthquake> 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);
}