Added QF_SINE

- Squashed commit of the following:

commit bc45fe3263d34ef5f746f524687999c19bf7b779
Author: Randy Heit <rheit@users.noreply.github.com>
Date:   Sun Mar 1 18:51:05 2015 -0600

    wave scale -> wave speed

commit ff96388b128c724c1198757bfa52f1935a263356
Author: Randy Heit <rheit@users.noreply.github.com>
Date:   Sun Mar 1 18:45:32 2015 -0600

    More sine quake fixes

commit 2a89749a6fe6d271b9fbdc218779f680afcf4cb6
Merge: 719dfbe 5456074
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 20:37:22 2015 -0600

    Added QF_WAVE to A_QuakeEx.
    - Changes the random quakes into a sine wave (see Shadow Warrior/Rise of the Triad reboots, Hard Reset, etc.)
    - Added 3 properties to control waves per second along each individual axis. Only works with QF_WAVE.
    - Intensity X/Y/Z property becomes the amplitude of the wave.
    - Stacks with regular quakes, allowing shaking along the camera which must be called using A_QuakeEx WITHOUT the flag, or the other quaking functions.
    - Uses the youngest quake's time for positioning.

commit 54560741581e8d15cc7060e8e068cf85e9a4b432
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 20:21:19 2015 -0600

    Recommitted recommended changes by Randi, with some modifications. Now, we should be finished!

commit 6f4473013411686d88fc185bdc1cc58b1035b0f1
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 12:52:57 2015 -0600

    Finish this revert.

commit 467e53f9400f588a2ada9b32e7634cb1f4ad5066
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sat Feb 28 12:46:02 2015 -0600

    Reverted back to what was working.

commit da9de56a67efda08036e481fd5fccd5392ce6810
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Thu Feb 26 18:53:20 2015 -0600

    Forgot this bit, for testing.

commit c5093d9bb97caf8478cefc32abc56a036feeea58
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Thu Feb 26 18:52:46 2015 -0600

    Some more progress, but...
    - This did not solve anything. In fact, it did the opposite -- completely broke wave quakes. Now they only happen whenever a random quake is in progress.
    - Left in the commented code on purpose so Randi can test it.

commit 7e526405d2127cbb279f66008c8f8e55a5d497f3
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 17:50:42 2015 -0600

    - Use newest waveform timer, not oldest.

commit 1356443609dbc6c7f46e081d0846816dc0836124
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 17:32:09 2015 -0600

    - Got regular quakes to multiply onto sine quakes, but the vice versa needs fixing too.

commit d95796c94c70cd0229d4a6d30f69e3a7568b9588
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Wed Feb 25 16:46:21 2015 -0600

    - Last hurdle. Now just need to figure out how to properly scale up and down.

commit 4bc3458e689155ce72c09776604d9eb4fa73d8be
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Tue Feb 24 23:18:03 2015 -0600

    - Fixed the quakes being unstackable.

commit b51012d6d4ea065bf7f6fc9c1a0472966491f7af
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Mon Feb 23 23:48:34 2015 -0600

    QF_WAVE renamed from SINE.
    - Lots of ground covered, but still more to go.
    - Still need to figure out how to make the camera properly shudder.

commit 427e4893193470bbf45415ffec70a0b69b8cccfd
Author: MajorCooke <paul.growney22@gmail.com>
Date:   Sun Feb 22 16:52:30 2015 -0600

    - Begin the groundworks for QF_SINE.
    - Need to figure out how to rework and manipulate the sine wave to move faster, and to allow going below 0 without breaking it too much.
This commit is contained in:
Randy Heit 2015-03-01 18:53:34 -06:00
parent 719dfbe5a9
commit dca5f0e908
8 changed files with 131 additions and 52 deletions

View file

@ -34,7 +34,8 @@ DEarthquake::DEarthquake()
//==========================================================================
DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesound, int flags)
int damrad, int tremrad, FSoundID quakesound, int flags,
fixed_t waveSpeedX, fixed_t waveSpeedY, fixed_t waveSpeedZ)
: DThinker(STAT_EARTHQUAKE)
{
m_QuakeSFX = quakesound;
@ -48,6 +49,9 @@ DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int in
m_CountdownStart = duration;
m_Countdown = duration;
m_Flags = flags;
m_WaveSpeedX = waveSpeedX;
m_WaveSpeedY = waveSpeedY;
m_WaveSpeedZ = waveSpeedZ;
}
//==========================================================================
@ -80,6 +84,14 @@ void DEarthquake::Serialize (FArchive &arc)
{
arc << m_CountdownStart;
}
if (SaveVersion < 4521)
{
m_WaveSpeedX = m_WaveSpeedY = m_WaveSpeedZ = 0;
}
else
{
arc << m_WaveSpeedX << m_WaveSpeedY << m_WaveSpeedZ;
}
}
//==========================================================================
@ -151,6 +163,17 @@ void DEarthquake::Tick ()
}
}
fixed_t DEarthquake::GetModWave(fixed_t 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.
fixed_t wavesPerSecond = (waveMultiplier >> 15) * m_Countdown % (TICRATE * 2);
fixed_t index = ((wavesPerSecond * (FINEANGLES / 2)) / (TICRATE));
return finesine[index & FINEMASK];
}
//==========================================================================
//
// DEarthquake :: GetModIntensity
@ -163,6 +186,7 @@ fixed_t DEarthquake::GetModIntensity(int intensity) const
{
assert(m_CountdownStart >= m_Countdown);
intensity += intensity; // always doubled
if (m_Flags & (QF_SCALEDOWN | QF_SCALEUP))
{
int scalar;
@ -170,6 +194,7 @@ fixed_t DEarthquake::GetModIntensity(int intensity) const
{
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;
@ -186,10 +211,6 @@ fixed_t DEarthquake::GetModIntensity(int intensity) const
assert(m_CountdownStart > 0);
intensity = intensity * (scalar << FRACBITS) / m_CountdownStart;
}
else
{
intensity <<= FRACBITS;
}
return intensity;
}
@ -200,17 +221,16 @@ fixed_t DEarthquake::GetModIntensity(int intensity) const
// 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,
fixed_t &intensityX, fixed_t &intensityY, fixed_t &intensityZ,
fixed_t &relIntensityX, fixed_t &relIntensityY, fixed_t &relIntensityZ)
int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jiggers)
{
if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
{
return 0;
}
intensityX = intensityY = intensityZ = relIntensityX = relIntensityY = relIntensityZ = 0;
TThinkerIterator<DEarthquake> iterator(STAT_EARTHQUAKE);
DEarthquake *quake;
@ -228,17 +248,44 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim,
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)
{
relIntensityX = MAX(relIntensityX, x);
relIntensityY = MAX(relIntensityY, y);
relIntensityZ = MAX(relIntensityZ, z);
jiggers.RelIntensityX = MAX(x, jiggers.RelIntensityX);
jiggers.RelIntensityY = MAX(y, jiggers.RelIntensityY);
jiggers.RelIntensityZ = MAX(z, jiggers.RelIntensityZ);
}
else
{
intensityX = MAX(intensityX, x);
intensityY = MAX(intensityY, y);
intensityZ = MAX(intensityZ, z);
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;
}
}
}
}
@ -252,7 +299,9 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim,
//
//==========================================================================
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags)
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesfx, int flags,
fixed_t waveSpeedX, fixed_t waveSpeedY, fixed_t waveSpeedZ)
{
AActor *center;
bool res = false;
@ -265,7 +314,8 @@ 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);
new DEarthquake(activator, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ);
return true;
}
}
@ -275,7 +325,8 @@ bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY,
while ( (center = iterator.Next ()) )
{
res = true;
new DEarthquake(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad, quakesfx, flags);
new DEarthquake(center, intensityX, intensityY, intensityZ, duration, damrad, tremrad,
quakesfx, flags, waveSpeedX, waveSpeedY, waveSpeedZ);
}
}
@ -284,5 +335,5 @@ 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, and flags.
return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0);
return P_StartQuakeXYZ(activator, tid, intensity, intensity, 0, duration, damrad, tremrad, quakesfx, 0, 0, 0, 0);
}

View file

@ -138,6 +138,15 @@ enum
QF_SCALEUP = 1 << 2,
QF_MAX = 1 << 3,
QF_FULLINTENSITY = 1 << 4,
QF_WAVE = 1 << 5,
};
struct FQuakeJiggers
{
int IntensityX, IntensityY, IntensityZ;
int RelIntensityX, RelIntensityY, RelIntensityZ;
int OffsetX, OffsetY, OffsetZ;
int RelOffsetX, RelOffsetY, RelOffsetZ;
};
class DEarthquake : public DThinker
@ -145,7 +154,9 @@ class DEarthquake : public DThinker
DECLARE_CLASS (DEarthquake, DThinker)
HAS_OBJECT_POINTERS
public:
DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags);
DEarthquake(AActor *center, int intensityX, int intensityY, int intensityZ, int duration,
int damrad, int tremrad, FSoundID quakesfx, int flags,
fixed_t waveSpeedX, fixed_t waveSpeedY, fixed_t waveSpeedZ);
void Serialize (FArchive &arc);
void Tick ();
@ -156,12 +167,12 @@ public:
FSoundID m_QuakeSFX;
int m_Flags;
int m_IntensityX, m_IntensityY, m_IntensityZ;
fixed_t m_WaveSpeedX, m_WaveSpeedY, m_WaveSpeedZ;
fixed_t GetModIntensity(int intensity) const;
fixed_t GetModWave(fixed_t waveMultiplier) const;
static int StaticGetQuakeIntensities(AActor *viewer,
fixed_t &intensityX, fixed_t &intensityY, fixed_t &intensityZ,
fixed_t &relIntensityX, fixed_t &relIntensityY, fixed_t &relIntensityZ);
static int StaticGetQuakeIntensities(AActor *viewer, FQuakeJiggers &jiggers);
private:
DEarthquake ();

View file

@ -929,7 +929,7 @@ 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);
bool P_StartQuakeXYZ(AActor *activator, int tid, int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, FSoundID quakesfx, int flags, fixed_t waveSpeedX, fixed_t waveSpeedY, fixed_t waveSpeedZ);
bool P_StartQuake(AActor *activator, int tid, int intensity, int duration, int damrad, int tremrad, FSoundID quakesfx);
#endif

View file

@ -770,9 +770,19 @@ bool R_GetViewInterpolationStatus()
//
//==========================================================================
static fixed_t QuakePower(fixed_t factor, fixed_t intensity)
static fixed_t QuakePower(fixed_t factor, fixed_t intensity, fixed_t offset)
{
return FixedMul(factor, pr_torchflicker(intensity * 2) - intensity);
fixed_t randumb;
if (intensity == 0)
{
randumb = 0;
}
else
{
randumb = pr_torchflicker(intensity * 2) - intensity;
}
return FixedMul(factor, randumb + offset);
}
//==========================================================================
@ -885,40 +895,43 @@ void R_SetupFrame (AActor *actor)
if (!paused)
{
fixed_t intensityX, intensityY, intensityZ, relIntensityX, relIntensityY, relIntensityZ;
if (DEarthquake::StaticGetQuakeIntensities(camera,
intensityX, intensityY, intensityZ,
relIntensityX, relIntensityY, relIntensityZ) > 0)
FQuakeJiggers jiggers = { 0, };
if (DEarthquake::StaticGetQuakeIntensities(camera, jiggers) > 0)
{
fixed_t quakefactor = FLOAT2FIXED(r_quakeintensity);
if (relIntensityX != 0)
if ((jiggers.RelIntensityX | jiggers.RelOffsetX) != 0)
{
int ang = (camera->angle) >> ANGLETOFINESHIFT;
fixed_t power = QuakePower(quakefactor, relIntensityX);
fixed_t power = QuakePower(quakefactor, jiggers.RelIntensityX, jiggers.RelOffsetX);
viewx += FixedMul(finecosine[ang], power);
viewy += FixedMul(finesine[ang], power);
}
if (relIntensityY != 0)
if ((jiggers.RelIntensityY | jiggers.RelOffsetY) != 0)
{
int ang = (camera->angle + ANG90) >> ANGLETOFINESHIFT;
fixed_t power = QuakePower(quakefactor, relIntensityY);
fixed_t power = QuakePower(quakefactor, jiggers.RelIntensityY, jiggers.RelOffsetY);
viewx += FixedMul(finecosine[ang], power);
viewy += FixedMul(finesine[ang], power);
}
if (intensityX != 0)
{
viewx += QuakePower(quakefactor, intensityX);
}
if (intensityY != 0)
{
viewy += QuakePower(quakefactor, intensityY);
}
// FIXME: Relative Z is not relative
intensityZ = MAX(intensityZ, relIntensityZ);
if (intensityZ != 0)
// [MC]On it! Will be introducing pitch after QF_WAVE.
if ((jiggers.RelIntensityZ | jiggers.RelOffsetZ) != 0)
{
viewz += QuakePower(quakefactor, intensityZ);
viewz += QuakePower(quakefactor, jiggers.RelIntensityZ, jiggers.RelOffsetZ);
}
if ((jiggers.IntensityX | jiggers.OffsetX) != 0)
{
viewx += QuakePower(quakefactor, jiggers.IntensityX, jiggers.OffsetX);
}
if ((jiggers.IntensityY | jiggers.OffsetY) != 0)
{
viewy += QuakePower(quakefactor, jiggers.IntensityY, jiggers.OffsetY);
}
if ((jiggers.IntensityZ | jiggers.OffsetZ) != 0)
{
viewz += QuakePower(quakefactor, jiggers.IntensityZ, jiggers.OffsetZ);
}
}
}

View file

@ -4419,7 +4419,7 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_Quake)
DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
{
ACTION_PARAM_START(8);
ACTION_PARAM_START(11);
ACTION_PARAM_INT(intensityX, 0);
ACTION_PARAM_INT(intensityY, 1);
ACTION_PARAM_INT(intensityZ, 2);
@ -4428,7 +4428,10 @@ DEFINE_ACTION_FUNCTION_PARAMS(AActor, A_QuakeEx)
ACTION_PARAM_INT(tremrad, 5);
ACTION_PARAM_SOUND(sound, 6);
ACTION_PARAM_INT(flags, 7);
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags);
ACTION_PARAM_FIXED(mulWaveX, 8);
ACTION_PARAM_FIXED(mulWaveY, 9);
ACTION_PARAM_FIXED(mulWaveZ, 10);
P_StartQuakeXYZ(self, 0, intensityX, intensityY, intensityZ, duration, damrad, tremrad, sound, flags, mulWaveX, mulWaveY, mulWaveZ);
}
//===========================================================================

View file

@ -76,7 +76,7 @@ const char *GetVersionString();
// Use 4500 as the base git save version, since it's higher than the
// SVN revision ever got.
#define SAVEVER 4520
#define SAVEVER 4521
#define SAVEVERSTRINGIFY2(x) #x
#define SAVEVERSTRINGIFY(x) SAVEVERSTRINGIFY2(x)

View file

@ -299,7 +299,7 @@ ACTOR Actor native //: Thinker
action native A_SetUserArray(name varname, int index, int value);
action native A_SetSpecial(int spec, int arg0 = 0, int arg1 = 0, int arg2 = 0, int arg3 = 0, int arg4 = 0);
action native A_Quake(int intensity, int duration, int damrad, int tremrad, sound sfx = "world/quake");
action native A_QuakeEx(int intensityX, int intensityY, int intensityZ, int duration, int damrad, int tremrad, sound sfx = "world/quake", int flags = 0);
action native 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);
action native A_SetTics(int tics);
action native A_SetDamageType(name damagetype);
action native A_DropItem(class<Actor> item, int dropamount = -1, int chance = 256);

View file

@ -466,6 +466,7 @@ enum
QF_SCALEUP = 1 << 2,
QF_MAX = 1 << 3,
QF_FULLINTENSITY = 1 << 4,
QF_WAVE = 1 << 5,
};
// This is only here to provide one global variable for testing.