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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/EnvShake.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/EnvShake.cpp')
| -rw-r--r-- | mp/src/game/server/EnvShake.cpp | 413 |
1 files changed, 413 insertions, 0 deletions
diff --git a/mp/src/game/server/EnvShake.cpp b/mp/src/game/server/EnvShake.cpp new file mode 100644 index 00000000..01b83a06 --- /dev/null +++ b/mp/src/game/server/EnvShake.cpp @@ -0,0 +1,413 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Implements a screen shake effect that can also shake physics objects.
+//
+// NOTE: UTIL_ScreenShake() will only shake players who are on the ground
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#include "cbase.h"
+#include "shake.h"
+#include "physics_saverestore.h"
+#include "rope.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+class CPhysicsShake : public IMotionEvent
+{
+ DECLARE_SIMPLE_DATADESC();
+
+public:
+ virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular )
+ {
+ Vector contact;
+ if ( !pObject->GetContactPoint( &contact, NULL ) )
+ return SIM_NOTHING;
+
+ // fudge the force a bit to make it more dramatic
+ pObject->CalculateForceOffset( m_force * (1.0f + pObject->GetMass()*0.4f), contact, &linear, &angular );
+
+ return SIM_LOCAL_FORCE;
+ }
+
+ Vector m_force;
+};
+
+BEGIN_SIMPLE_DATADESC( CPhysicsShake )
+ DEFINE_FIELD( m_force, FIELD_VECTOR ),
+END_DATADESC()
+
+
+class CEnvShake : public CPointEntity
+{
+private:
+ float m_Amplitude;
+ float m_Frequency;
+ float m_Duration;
+ float m_Radius; // radius of 0 means all players
+ float m_stopTime;
+ float m_nextShake;
+ float m_currentAmp;
+
+ Vector m_maxForce;
+
+ IPhysicsMotionController *m_pShakeController;
+ CPhysicsShake m_shakeCallback;
+
+ DECLARE_DATADESC();
+
+public:
+ DECLARE_CLASS( CEnvShake, CPointEntity );
+
+ ~CEnvShake( void );
+ virtual void Spawn( void );
+ virtual void OnRestore( void );
+
+ inline float Amplitude( void ) { return m_Amplitude; }
+ inline float Frequency( void ) { return m_Frequency; }
+ inline float Duration( void ) { return m_Duration; }
+ float Radius( bool bPlayers = true );
+ inline void SetAmplitude( float amplitude ) { m_Amplitude = amplitude; }
+ inline void SetFrequency( float frequency ) { m_Frequency = frequency; }
+ inline void SetDuration( float duration ) { m_Duration = duration; }
+ inline void SetRadius( float radius ) { m_Radius = radius; }
+
+ int DrawDebugTextOverlays(void);
+
+ // Input handlers
+ void InputStartShake( inputdata_t &inputdata );
+ void InputStopShake( inputdata_t &inputdata );
+ void InputAmplitude( inputdata_t &inputdata );
+ void InputFrequency( inputdata_t &inputdata );
+
+ // Causes the camera/physics shakes to happen:
+ void ApplyShake( ShakeCommand_t command );
+ void Think( void );
+};
+
+LINK_ENTITY_TO_CLASS( env_shake, CEnvShake );
+
+BEGIN_DATADESC( CEnvShake )
+
+ DEFINE_KEYFIELD( m_Amplitude, FIELD_FLOAT, "amplitude" ),
+ DEFINE_KEYFIELD( m_Frequency, FIELD_FLOAT, "frequency" ),
+ DEFINE_KEYFIELD( m_Duration, FIELD_FLOAT, "duration" ),
+ DEFINE_KEYFIELD( m_Radius, FIELD_FLOAT, "radius" ),
+ DEFINE_FIELD( m_stopTime, FIELD_TIME ),
+ DEFINE_FIELD( m_nextShake, FIELD_TIME ),
+ DEFINE_FIELD( m_currentAmp, FIELD_FLOAT ),
+ DEFINE_FIELD( m_maxForce, FIELD_VECTOR ),
+ DEFINE_PHYSPTR( m_pShakeController ),
+ DEFINE_EMBEDDED( m_shakeCallback ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "StartShake", InputStartShake ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "StopShake", InputStopShake ),
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "Amplitude", InputAmplitude ),
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "Frequency", InputFrequency ),
+
+END_DATADESC()
+
+
+
+#define SF_SHAKE_EVERYONE 0x0001 // Don't check radius
+#define SF_SHAKE_INAIR 0x0004 // Shake players in air
+#define SF_SHAKE_PHYSICS 0x0008 // Shake physically (not just camera)
+#define SF_SHAKE_ROPES 0x0010 // Shake ropes too.
+#define SF_SHAKE_NO_VIEW 0x0020 // DON'T shake the view (only ropes and/or physics objects)
+#define SF_SHAKE_NO_RUMBLE 0x0040 // DON'T Rumble the XBox Controller
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Destructor.
+//-----------------------------------------------------------------------------
+CEnvShake::~CEnvShake( void )
+{
+ if ( m_pShakeController )
+ {
+ physenv->DestroyMotionController( m_pShakeController );
+ }
+}
+
+
+float CEnvShake::Radius(bool bPlayers)
+{
+ // The radius for players is zero if SF_SHAKE_EVERYONE is set
+ if ( bPlayers && HasSpawnFlags(SF_SHAKE_EVERYONE))
+ return 0;
+ return m_Radius;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Sets default member values when spawning.
+//-----------------------------------------------------------------------------
+void CEnvShake::Spawn( void )
+{
+ SetSolid( SOLID_NONE );
+ SetMoveType( MOVETYPE_NONE );
+
+ if ( GetSpawnFlags() & SF_SHAKE_EVERYONE )
+ {
+ m_Radius = 0;
+ }
+
+ if ( HasSpawnFlags( SF_SHAKE_NO_VIEW ) && !HasSpawnFlags( SF_SHAKE_PHYSICS ) && !HasSpawnFlags( SF_SHAKE_ROPES ) )
+ {
+ DevWarning( "env_shake %s with \"Don't shake view\" spawnflag set without \"Shake physics\" or \"Shake ropes\" spawnflags set.", GetDebugName() );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Restore the motion controller
+//-----------------------------------------------------------------------------
+void CEnvShake::OnRestore( void )
+{
+ BaseClass::OnRestore();
+
+ if ( m_pShakeController )
+ {
+ m_pShakeController->SetEventHandler( &m_shakeCallback );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CEnvShake::ApplyShake( ShakeCommand_t command )
+{
+ if ( !HasSpawnFlags( SF_SHAKE_NO_VIEW ) || !HasSpawnFlags( SF_SHAKE_NO_RUMBLE ) )
+ {
+ bool air = (GetSpawnFlags() & SF_SHAKE_INAIR) ? true : false;
+ UTIL_ScreenShake( GetAbsOrigin(), Amplitude(), Frequency(), Duration(), Radius(), command, air );
+ }
+
+ if ( GetSpawnFlags() & SF_SHAKE_ROPES )
+ {
+ CRopeKeyframe::ShakeRopes( GetAbsOrigin(), Radius(false), Frequency() );
+ }
+
+ if ( GetSpawnFlags() & SF_SHAKE_PHYSICS )
+ {
+ if ( !m_pShakeController )
+ {
+ m_pShakeController = physenv->CreateMotionController( &m_shakeCallback );
+ }
+ // do physics shake
+ switch( command )
+ {
+ case SHAKE_START:
+ case SHAKE_START_NORUMBLE:
+ case SHAKE_START_RUMBLEONLY:
+ {
+ m_stopTime = gpGlobals->curtime + Duration();
+ m_nextShake = 0;
+ m_pShakeController->ClearObjects();
+ SetNextThink( gpGlobals->curtime );
+ m_currentAmp = Amplitude();
+ CBaseEntity *list[1024];
+ float radius = Radius(false);
+
+ // probably checked "Shake Everywhere" do a big radius
+ if ( !radius )
+ {
+ radius = 512;
+ }
+ Vector extents = Vector(radius, radius, radius);
+ extents.z = MAX(extents.z, 100);
+ Vector mins = GetAbsOrigin() - extents;
+ Vector maxs = GetAbsOrigin() + extents;
+ int count = UTIL_EntitiesInBox( list, 1024, mins, maxs, 0 );
+
+ for ( int i = 0; i < count; i++ )
+ {
+ //
+ // Only shake physics entities that players can see. This is one frame out of date
+ // so it's possible that we could miss objects if a player changed PVS this frame.
+ //
+ if ( ( list[i]->GetMoveType() == MOVETYPE_VPHYSICS ) )
+ {
+ IPhysicsObject *pPhys = list[i]->VPhysicsGetObject();
+ if ( pPhys && pPhys->IsMoveable() )
+ {
+ m_pShakeController->AttachObject( pPhys, false );
+ pPhys->Wake();
+ }
+ }
+ }
+ }
+ break;
+ case SHAKE_STOP:
+ m_pShakeController->ClearObjects();
+ break;
+ case SHAKE_AMPLITUDE:
+ m_currentAmp = Amplitude();
+ case SHAKE_FREQUENCY:
+ m_pShakeController->WakeObjects();
+ break;
+ }
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Input handler that starts the screen shake.
+//-----------------------------------------------------------------------------
+void CEnvShake::InputStartShake( inputdata_t &inputdata )
+{
+ if ( HasSpawnFlags( SF_SHAKE_NO_RUMBLE ) )
+ {
+ ApplyShake( SHAKE_START_NORUMBLE );
+ }
+ else if ( HasSpawnFlags( SF_SHAKE_NO_VIEW ) )
+ {
+ ApplyShake( SHAKE_START_RUMBLEONLY );
+ }
+ else
+ {
+ ApplyShake( SHAKE_START );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Input handler that stops the screen shake.
+//-----------------------------------------------------------------------------
+void CEnvShake::InputStopShake( inputdata_t &inputdata )
+{
+ ApplyShake( SHAKE_STOP );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Handles changes to the shake amplitude from an external source.
+//-----------------------------------------------------------------------------
+void CEnvShake::InputAmplitude( inputdata_t &inputdata )
+{
+ SetAmplitude( inputdata.value.Float() );
+ ApplyShake( SHAKE_AMPLITUDE );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Handles changes to the shake frequency from an external source.
+//-----------------------------------------------------------------------------
+void CEnvShake::InputFrequency( inputdata_t &inputdata )
+{
+ SetFrequency( inputdata.value.Float() );
+ ApplyShake( SHAKE_FREQUENCY );
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Calculates the physics shake values
+//-----------------------------------------------------------------------------
+void CEnvShake::Think( void )
+{
+ int i;
+
+ if ( gpGlobals->curtime > m_nextShake )
+ {
+ // Higher frequency means we recalc the extents more often and perturb the display again
+ m_nextShake = gpGlobals->curtime + (1.0f / Frequency());
+
+ // Compute random shake extents (the shake will settle down from this)
+ for (i = 0; i < 2; i++ )
+ {
+ m_maxForce[i] = random->RandomFloat( -1, 1 );
+ }
+ // make the force it point mostly up
+ m_maxForce.z = 4;
+ VectorNormalize( m_maxForce );
+ m_maxForce *= m_currentAmp * 400; // amplitude is the acceleration of a 100kg object
+ }
+
+ float fraction = ( m_stopTime - gpGlobals->curtime ) / Duration();
+
+ if ( fraction < 0 )
+ {
+ m_pShakeController->ClearObjects();
+ return;
+ }
+
+ float freq = 0;
+ // Ramp up frequency over duration
+ if ( fraction )
+ {
+ freq = (Frequency() / fraction);
+ }
+
+ // square fraction to approach zero more quickly
+ fraction *= fraction;
+
+ // Sine wave that slowly settles to zero
+ fraction = fraction * sin( gpGlobals->curtime * freq );
+
+ // Add to view origin
+ for ( i = 0; i < 3; i++ )
+ {
+ // store the force in the controller callback
+ m_shakeCallback.m_force[i] = m_maxForce[i] * fraction;
+ }
+
+ // Drop amplitude a bit, less for higher frequency shakes
+ m_currentAmp -= m_currentAmp * ( gpGlobals->frametime / (Duration() * Frequency()) );
+ SetNextThink( gpGlobals->curtime );
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose: Console command to cause a screen shake.
+//------------------------------------------------------------------------------
+void CC_Shake( void )
+{
+ CBasePlayer *pPlayer = UTIL_GetCommandClient();
+ if (pPlayer)
+ {
+ UTIL_ScreenShake( pPlayer->WorldSpaceCenter(), 25.0, 150.0, 1.0, 750, SHAKE_START );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw any debug text overlays
+// Returns current text offset from the top
+//-----------------------------------------------------------------------------
+int CEnvShake::DrawDebugTextOverlays( void )
+{
+ int text_offset = BaseClass::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ char tempstr[512];
+
+ // print amplitude
+ Q_snprintf(tempstr,sizeof(tempstr)," magnitude: %f", m_Amplitude);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ // print frequency
+ Q_snprintf(tempstr,sizeof(tempstr)," frequency: %f", m_Frequency);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ // print duration
+ Q_snprintf(tempstr,sizeof(tempstr)," duration: %f", m_Duration);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ // print radius
+ Q_snprintf(tempstr,sizeof(tempstr)," radius: %f", m_Radius);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+
+ }
+ return text_offset;
+}
+
+static ConCommand shake("shake", CC_Shake, "Shake the screen.", FCVAR_CHEAT );
+
+
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