- Changed the earthquake view shaking so that it works for anything and not

just players.


SVN r235 (trunk)
This commit is contained in:
Randy Heit 2006-07-01 00:21:36 +00:00
parent 207c84e3dd
commit 0398ddcc76
8 changed files with 144 additions and 62 deletions

View File

@ -1,3 +1,7 @@
June 30, 2006
- Changed the earthquake view shaking so that it works for anything and not
just players.
July 1, 2006 (Changes by Graf Zahl)
- Fixed: In multiplayer games, when trying to change targets, A_Chase forgot
to check whether the new target was the same as the old one and treated

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@ -222,7 +222,6 @@ public:
AActor *attacker; // who did damage (NULL for floors)
int extralight; // so gun flashes light up areas
int fixedcolormap; // can be set to REDCOLORMAP, etc.
int xviewshift; // [RH] view shift (for earthquakes)
pspdef_t psprites[NUMPSPRITES]; // view sprites (gun, etc)
int morphTics; // player is a chicken/pig if > 0
AWeapon *PremorphWeapon; // ready weapon before morphing

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@ -6,32 +6,51 @@
#include "m_bbox.h"
#include "m_random.h"
#include "s_sound.h"
#include "a_sharedglobal.h"
#include "statnums.h"
static FRandom pr_quake ("Quake");
class DEarthquake : public DThinker
{
DECLARE_CLASS (DEarthquake, DThinker)
HAS_OBJECT_POINTERS
public:
DEarthquake (AActor *center, int intensity, int duration, int damrad, int tremrad);
void Serialize (FArchive &arc);
void Tick ();
AActor *m_Spot;
fixed_t m_TremorRadius, m_DamageRadius;
int m_Intensity;
int m_Countdown;
int m_QuakeSFX;
private:
DEarthquake () {}
};
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 intensity, int duration,
int damrad, int tremrad)
: DThinker(STAT_EARTHQUAKE)
{
m_QuakeSFX = S_FindSound ("world/quake");
m_Spot = center;
// Radii are specified in tile units (64 pixels)
m_DamageRadius = damrad << (FRACBITS+6);
m_TremorRadius = tremrad << (FRACBITS+6);
m_Intensity = intensity;
m_Countdown = duration;
}
//==========================================================================
//
// DEarthquake :: Serialize
//
//==========================================================================
void DEarthquake::Serialize (FArchive &arc)
{
Super::Serialize (arc);
@ -40,6 +59,15 @@ void DEarthquake::Serialize (FArchive &arc)
m_QuakeSFX = S_FindSound ("world/quake");
}
//==========================================================================
//
// DEarthquake :: Tick
//
// Deals damage to any players near the earthquake and makes sure it's
// making noise.
//
//==========================================================================
void DEarthquake::Tick ()
{
int i;
@ -53,29 +81,27 @@ void DEarthquake::Tick ()
if (!S_GetSoundPlayingInfo (m_Spot, m_QuakeSFX))
S_SoundID (m_Spot, CHAN_BODY, m_QuakeSFX, 1, ATTN_NORM);
for (i = 0; i < MAXPLAYERS; i++)
if (m_DamageRadius > 0)
{
if (playeringame[i] && !(players[i].cheats & CF_NOCLIP))
for (i = 0; i < MAXPLAYERS; i++)
{
AActor *victim = players[i].mo;
fixed_t dist;
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);
// Tested in tile units (64 pixels)
if (dist < m_TremorRadius)
{
players[i].xviewshift = m_Intensity;
}
// Check if in damage radius
if (dist < m_DamageRadius && victim->z <= victim->floorz)
{
if (pr_quake() < 50)
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)
{
P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), MOD_UNKNOWN);
if (pr_quake() < 50)
{
P_DamageMobj (victim, NULL, NULL, pr_quake.HitDice (1), MOD_UNKNOWN);
}
// Thrust player around
angle_t an = victim->angle + ANGLE_1*pr_quake();
P_ThrustMobj (victim, an, m_Intensity << (FRACBITS-1));
}
// Thrust player around
angle_t an = victim->angle + ANGLE_1*pr_quake();
P_ThrustMobj (victim, an, m_Intensity << (FRACBITS-1));
}
}
}
@ -85,17 +111,44 @@ void DEarthquake::Tick ()
}
}
DEarthquake::DEarthquake (AActor *center, int intensity, int duration,
int damrad, int tremrad)
//==========================================================================
//
// DEarthquake::StaticGetQuakeIntensity
//
// Searches for all quakes near the victim and returns their combined
// intensity.
//
//==========================================================================
int DEarthquake::StaticGetQuakeIntensity (AActor *victim)
{
m_QuakeSFX = S_FindSound ("world/quake");
m_Spot = center;
m_DamageRadius = damrad << (FRACBITS+6);
m_TremorRadius = tremrad << (FRACBITS+6);
m_Intensity = intensity;
m_Countdown = duration;
int intensity = 0;
TThinkerIterator<DEarthquake> iterator (STAT_EARTHQUAKE);
DEarthquake *quake;
if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
{
return 0;
}
while ( (quake = iterator.Next()) != NULL)
{
fixed_t dist = P_AproxDistance (victim->x - quake->m_Spot->x,
victim->y - quake->m_Spot->y);
if (dist < quake->m_TremorRadius)
{
intensity += quake->m_Intensity;
}
}
return intensity;
}
//==========================================================================
//
// P_StartQuake
//
//==========================================================================
bool P_StartQuake (int tid, int intensity, int duration, int damrad, int tremrad)
{
AActor *center;

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@ -182,4 +182,26 @@ protected:
DFlashFader ();
};
class DEarthquake : public DThinker
{
DECLARE_CLASS (DEarthquake, DThinker)
HAS_OBJECT_POINTERS
public:
DEarthquake (AActor *center, int intensity, int duration, int damrad, int tremrad);
void Serialize (FArchive &arc);
void Tick ();
AActor *m_Spot;
fixed_t m_TremorRadius, m_DamageRadius;
int m_Intensity;
int m_Countdown;
int m_QuakeSFX;
static int StaticGetQuakeIntensity (AActor *viewer);
private:
DEarthquake ();
};
#endif //__A_SHAREDGLOBAL_H__

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@ -115,7 +115,6 @@ player_s::player_s()
poisoner(0),
attacker(0),
extralight(0),
xviewshift(0),
morphTics(0),
PremorphWeapon(0),
chickenPeck(0),
@ -1348,8 +1347,6 @@ void P_PlayerThink (player_t *player)
player->cmd.ucmd.sidemove, player->cmd.ucmd.upmove);
}
player->xviewshift = 0; // [RH] Make sure view is in right place
// [RH] Zoom the player's FOV
if (player->FOV != player->DesiredFOV)
{
@ -1728,14 +1725,12 @@ void P_PredictPlayer (player_t *player)
}
act->BlockNode = NULL;
int xviewshift = player->xviewshift;
for (int i = gametic; i < maxtic; ++i)
{
player->cmd = localcmds[i % LOCALCMDTICS];
P_PlayerThink (player);
player->mo->Tick ();
}
player->xviewshift = xviewshift;
}
extern msecnode_t *P_AddSecnode (sector_t *s, AActor *thing, msecnode_t *nextnode);
@ -1825,9 +1820,13 @@ void player_s::Serialize (FArchive &arc)
<< poisoner
<< attacker
<< extralight
<< fixedcolormap
<< xviewshift
<< morphTics
<< fixedcolormap;
if (SaveVersion < 233)
{
int xviewshift;
arc << xviewshift;
}
arc << morphTics
<< PremorphWeapon
<< chickenPeck
<< jumpTics

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@ -45,6 +45,7 @@
#include "i_video.h"
#include "i_system.h"
#include "vectors.h"
#include "a_sharedglobal.h"
// MACROS ------------------------------------------------------------------
@ -1082,13 +1083,16 @@ void R_SetupFrame (AActor *actor)
viewz = theZ;
}
if (player && player->xviewshift && !paused)
if (!paused)
{
int intensity = player->xviewshift;
viewx += ((pr_torchflicker() % (intensity<<2))
-(intensity<<1))<<FRACBITS;
viewy += ((pr_torchflicker() % (intensity<<2))
-(intensity<<1))<<FRACBITS;
int intensity = DEarthquake::StaticGetQuakeIntensity (camera);
if (intensity != 0)
{
viewx += ((pr_torchflicker() % (intensity<<2))
-(intensity<<1))<<FRACBITS;
viewy += ((pr_torchflicker() % (intensity<<2))
-(intensity<<1))<<FRACBITS;
}
}
extralight = camera->player ? camera->player->extralight : 0;

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@ -54,4 +54,5 @@ enum
STAT_INVENTORY, // An inventory item
STAT_LIGHT, // A sector light effect
STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects!!!
STAT_EARTHQUAKE, // Earthquake actors
};

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@ -73,8 +73,8 @@
// SAVEVER is the version of the information stored in level snapshots.
// Note that SAVEVER is not directly comparable to VERSION.
// SAVESIG should match SAVEVER.
#define SAVEVER 232
#define SAVESIG "ZDOOMSAVE232"
#define SAVEVER 233
#define SAVESIG "ZDOOMSAVE233"
// This is so that derivates can use the same savegame versions without worrying about engine compatibility
#define GAMESIG "ZDOOM"