- floatified quake and weapon code

This commit is contained in:
Christoph Oelckers 2016-03-23 20:45:48 +01:00
commit 6557f3b8c8
13 changed files with 140 additions and 179 deletions

View file

@ -35,26 +35,22 @@ 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)
: DThinker(STAT_EARTHQUAKE)
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)
: 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 << FRACBITS;
m_IntensityY = intensityY << FRACBITS;
m_IntensityZ = intensityZ << FRACBITS;
m_DamageRadius = damrad;
m_TremorRadius = tremrad;
m_Intensity = DVector3(intensityX, intensityY, intensityZ);
m_CountdownStart = duration;
m_Countdown = duration;
m_Flags = flags;
m_WaveSpeedX = (float)waveSpeedX;
m_WaveSpeedY = (float)waveSpeedY;
m_WaveSpeedZ = (float)waveSpeedZ;
m_Falloff = falloff << FRACBITS;
m_WaveSpeed = DVector3(waveSpeedX, waveSpeedY, waveSpeedZ);
m_Falloff = falloff;
m_Highpoint = highpoint;
m_MiniCount = highpoint;
}
@ -68,46 +64,11 @@ DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int in
void DEarthquake::Serialize (FArchive &arc)
{
Super::Serialize (arc);
arc << m_Spot << m_IntensityX << m_Countdown
arc << m_Spot << m_Intensity << 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;
}
if (SaveVersion < 4520)
{
m_CountdownStart = 0;
}
else
{
arc << m_CountdownStart;
}
if (SaveVersion < 4521)
{
m_WaveSpeedX = m_WaveSpeedY = m_WaveSpeedZ = 0;
m_IntensityX <<= FRACBITS;
m_IntensityY <<= FRACBITS;
m_IntensityZ <<= FRACBITS;
}
else
{
arc << m_WaveSpeedX << m_WaveSpeedY << m_WaveSpeedZ;
}
if (SaveVersion < 4534)
{
m_Falloff = m_Highpoint = m_MiniCount = 0;
}
else
{
arc << m_Falloff << m_Highpoint << m_MiniCount;
}
<< m_QuakeSFX << m_Flags << m_CountdownStart
<< m_WaveSpeed
<< m_Falloff << m_Highpoint << m_MiniCount;
}
//==========================================================================
@ -141,9 +102,9 @@ void DEarthquake::Tick ()
if (playeringame[i] && !(players[i].cheats & CF_NOCLIP))
{
AActor *victim = players[i].mo;
fixed_t dist;
double dist;
dist = m_Spot->AproxDistance (victim, true);
dist = m_Spot->Distance2D(victim, true);
// Check if in damage radius
if (dist < m_DamageRadius && victim->Z() <= victim->floorz)
{
@ -153,8 +114,8 @@ void DEarthquake::Tick ()
}
// Thrust player around
DAngle an = victim->Angles.Yaw + pr_quake();
victim->Vel.X += FIXED2DBL(m_IntensityX) * an.Cos() * 0.5;
victim->Vel.Y += FIXED2DBL(m_IntensityY) * an.Sin() * 0.5;
victim->Vel.X += m_Intensity.X * an.Cos() * 0.5;
victim->Vel.Y += m_Intensity.Y * an.Sin() * 0.5;
}
}
}
@ -182,10 +143,10 @@ void DEarthquake::Tick ()
//
//==========================================================================
fixed_t DEarthquake::GetModWave(double waveMultiplier) const
double DEarthquake::GetModWave(double waveMultiplier) const
{
double time = m_Countdown - FIXED2DBL(r_TicFrac);
return FLOAT2FIXED(g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE)));
return g_sin(waveMultiplier * time * (M_PI * 2 / TICRATE));
}
//==========================================================================
@ -196,7 +157,7 @@ fixed_t DEarthquake::GetModWave(double waveMultiplier) const
//
//==========================================================================
fixed_t DEarthquake::GetModIntensity(fixed_t intensity) const
double DEarthquake::GetModIntensity(double intensity) const
{
assert(m_CountdownStart >= m_Countdown);
@ -255,7 +216,7 @@ fixed_t DEarthquake::GetModIntensity(fixed_t intensity) const
scalar = (scalar > divider) ? divider : scalar;
}
assert(divider > 0);
intensity = Scale(intensity, scalar, divider);
intensity = intensity * scalar / divider;
}
return intensity;
}
@ -265,27 +226,25 @@ fixed_t DEarthquake::GetModIntensity(fixed_t intensity) const
// DEarthquake :: GetFalloff
//
// Given the distance of the player from the quake, find the multiplier.
// Process everything as doubles, and output again as fixed_t (mainly
// because fixed_t was misbehaving here...)
//
//==========================================================================
fixed_t DEarthquake::GetFalloff(fixed_t dist) const
double DEarthquake::GetFalloff(double dist) const
{
if ((dist < m_Falloff) || (m_Falloff >= m_TremorRadius) || (m_Falloff <= 0) || (m_TremorRadius - m_Falloff <= 0))
{ //Player inside the minimum falloff range, or safety check kicked in.
return FRACUNIT;
return 1.;
}
else if ((dist > m_Falloff) && (dist < m_TremorRadius))
{ //Player inside the radius, and outside the min distance for falloff.
fixed_t tremorsize = m_TremorRadius - m_Falloff;
fixed_t tremordist = dist - m_Falloff;
double tremorsize = m_TremorRadius - m_Falloff;
double tremordist = dist - m_Falloff;
assert(tremorsize > 0);
return (FRACUNIT - FixedMul(FRACUNIT,tremordist) / tremorsize);
return (1. - tremordist) / tremorsize;
}
else
{ //Shouldn't happen.
return FRACUNIT;
return 1.;
}
}
@ -315,14 +274,14 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
{
if (quake->m_Spot != NULL)
{
fixed_t dist = quake->m_Spot->AproxDistance (victim, true);
double dist = quake->m_Spot->Distance2D (victim, true);
if (dist < quake->m_TremorRadius)
{
fixed_t falloff = quake->GetFalloff(dist);
double falloff = quake->GetFalloff(dist);
++count;
fixed_t x = quake->GetModIntensity(quake->m_IntensityX);
fixed_t y = quake->GetModIntensity(quake->m_IntensityY);
fixed_t z = quake->GetModIntensity(quake->m_IntensityZ);
double x = quake->GetModIntensity(quake->m_Intensity.X);
double y = quake->GetModIntensity(quake->m_Intensity.Y);
double z = quake->GetModIntensity(quake->m_Intensity.Z);
if (!(quake->m_Flags & QF_WAVE))
@ -330,23 +289,23 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
jiggers.Falloff = MAX(falloff, jiggers.Falloff);
if (quake->m_Flags & QF_RELATIVE)
{
jiggers.RelIntensityX = MAX(x, jiggers.RelIntensityX);
jiggers.RelIntensityY = MAX(y, jiggers.RelIntensityY);
jiggers.RelIntensityZ = MAX(z, jiggers.RelIntensityZ);
jiggers.RelIntensity.X = MAX(x, jiggers.RelIntensity.X);
jiggers.RelIntensity.Y = MAX(y, jiggers.RelIntensity.Y);
jiggers.RelIntensity.Z = MAX(z, jiggers.RelIntensity.Z);
}
else
{
jiggers.IntensityX = MAX(x, jiggers.IntensityX);
jiggers.IntensityY = MAX(y, jiggers.IntensityY);
jiggers.IntensityZ = MAX(z, jiggers.IntensityZ);
jiggers.Intensity.X = MAX(x, jiggers.Intensity.X);
jiggers.Intensity.Y = MAX(y, jiggers.Intensity.Y);
jiggers.Intensity.Z = MAX(z, jiggers.Intensity.Z);
}
}
else
{
jiggers.WFalloff = MAX(falloff, jiggers.WFalloff);
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));
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);
// [RH] This only gives effect to the last sine quake. I would
// prefer if some way was found to make multiples coexist
@ -355,15 +314,15 @@ int DEarthquake::StaticGetQuakeIntensities(AActor *victim, FQuakeJiggers &jigger
// relative phases.
if (quake->m_Flags & QF_RELATIVE)
{
jiggers.RelOffsetX = mx;
jiggers.RelOffsetY = my;
jiggers.RelOffsetZ = mz;
jiggers.RelOffset.X = mx;
jiggers.RelOffset.Y = my;
jiggers.RelOffset.Z = mz;
}
else
{
jiggers.OffsetX = mx;
jiggers.OffsetY = my;
jiggers.OffsetZ = mz;
jiggers.Offset.X = mx;
jiggers.Offset.Y = my;
jiggers.Offset.Z = mz;
}
}
}