diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/EnvShake.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/EnvShake.cpp')
| -rw-r--r-- | mp/src/game/server/EnvShake.cpp | 826 |
1 files changed, 413 insertions, 413 deletions
diff --git a/mp/src/game/server/EnvShake.cpp b/mp/src/game/server/EnvShake.cpp index 01b83a06..14d4a514 100644 --- a/mp/src/game/server/EnvShake.cpp +++ b/mp/src/game/server/EnvShake.cpp @@ -1,413 +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 );
-
-
+//========= 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 ); + + |