Change XYZ Quaking from Major Cooke

- Relative quakes are different from other quakes; all quakes affecting
  the camera do not become relative if one of them is relative.
- Use a single function call to get quake visual parameters instead of four.
- Thrust things in a psuedo-ellipse if they're inside a damaging quake whose
  IntensityX != IntensityY.
- Don't break old savegames.
This commit is contained in:
Randy Heit 2015-02-18 14:48:52 -06:00
commit e377c2c4f8
4 changed files with 96 additions and 95 deletions

View file

@ -42,12 +42,11 @@ DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int in
// Radii are specified in tile units (64 pixels)
m_DamageRadius = damrad << (FRACBITS);
m_TremorRadius = tremrad << (FRACBITS);
m_Intensity = intensityX;
m_IntensityX = intensityX;
m_IntensityY = intensityY;
m_IntensityZ = intensityZ;
m_Countdown = duration;
m_Flags = flags;
m_iX = intensityX;
m_iY = intensityY;
m_iZ = intensityZ;
}
//==========================================================================
@ -58,10 +57,20 @@ DEarthquake::DEarthquake (AActor *center, int intensityX, int intensityY, int in
void DEarthquake::Serialize (FArchive &arc)
{
Super::Serialize (arc); //[MC] m_Intensity is unused now but I don't want to break compatibility...
arc << m_Spot << m_Intensity << m_Countdown
Super::Serialize (arc);
arc << m_Spot << m_IntensityX << m_Countdown
<< m_TremorRadius << m_DamageRadius
<< m_QuakeSFX << m_Flags << m_iX << m_iY << m_iZ;
<< m_QuakeSFX;
if (SaveVersion < 4519)
{
m_IntensityY = m_IntensityX;
m_IntensityZ = 0;
m_Flags = 0;
}
else
{
arc << m_IntensityY << m_IntensityZ << m_Flags;
}
}
//==========================================================================
@ -106,7 +115,18 @@ void DEarthquake::Tick ()
}
// Thrust player around
angle_t an = victim->angle + ANGLE_1*pr_quake();
P_ThrustMobj (victim, an, m_Intensity << (FRACBITS-1));
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]);
}
}
}
}
@ -130,18 +150,20 @@ void DEarthquake::Tick ()
//
//==========================================================================
int DEarthquake::StaticGetQuakeIntensity (AActor *victim, int selector)
int DEarthquake::StaticGetQuakeIntensities(AActor *victim,
int &x, int &y, int &z, int &relx, int &rely, int &relz)
{
int intensity = 0;
int quakeIntensity = 0;
TThinkerIterator<DEarthquake> iterator (STAT_EARTHQUAKE);
DEarthquake *quake;
if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
{
return 0;
}
x = y = z = relx = rely = 0;
TThinkerIterator<DEarthquake> iterator(STAT_EARTHQUAKE);
DEarthquake *quake;
int count = 0;
while ( (quake = iterator.Next()) != NULL)
{
if (quake->m_Spot != NULL)
@ -150,64 +172,25 @@ int DEarthquake::StaticGetQuakeIntensity (AActor *victim, int selector)
victim->y - quake->m_Spot->y);
if (dist < quake->m_TremorRadius)
{
switch (selector)
++count;
if (quake->m_Flags & QF_RELATIVE)
{
default:
case 0:
quakeIntensity = quake->m_iX;
break;
case 1:
quakeIntensity = quake->m_iY;
break;
case 2:
quakeIntensity = quake->m_iZ;
break;
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);
}
if (intensity < quakeIntensity)
intensity = quakeIntensity;
}
}
}
return intensity;
return count;
}
//==========================================================================
//
// DEarthquake::StaticGetQuakeIntensity
//
// Searches for all quakes near the victim and returns their combined
// intensity.
//
//==========================================================================
int DEarthquake::StaticGetQuakeFlags(AActor *victim)
{
int flags = 0;
TThinkerIterator<DEarthquake> iterator(STAT_EARTHQUAKE);
DEarthquake *quake;
if (victim->player != NULL && (victim->player->cheats & CF_NOCLIP))
{
return 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)
{
if (!(flags & QF_RELATIVE) && (quake->m_Flags & QF_RELATIVE))
flags += QF_RELATIVE;
}
}
}
return flags;
}
//==========================================================================
//
// P_StartQuake