ef2gamesource/dlls/game/earthquake.cpp
Walter Julius Hennecke 5bbf27cabd Initial code commit ...
2012-12-30 17:37:54 +01:00

278 lines
5.7 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/earthquake.cpp $
// $Revision:: 11 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:36p $
//
// Copyright (C) 2002 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Earthquake trigger causes a localized earthquake when triggered.
// The earthquake effect is visible to the user as the shaking of his screen.
//
#include "_pch_cpp.h"
#include "earthquake.h"
#define EARTHQUAKE_NO_RAMPUP ( 1 << 0 )
#define EARTHQUAKE_NO_RAMPDOWN ( 1 << 1 )
/*****************************************************************************/
/*QUAKED func_earthquake (0 0.25 0.5) (-8 -8 -8) (8 8 8) NO_RAMPUP NO_RAMPDOWN
Causes an earthquake
"duration" is the duration of the earthquake. Default is 0.8 seconds.
"magnitude" severity of the quake. Default 1.0
******************************************************************************/
Event EV_Earthquake_Deactivate
(
"earthquake_deactivate",
EV_SCRIPTONLY,
NULL,
NULL,
"Stops the earthquake."
);
Event EV_Earthquake_SetDuration
(
"duration",
EV_SCRIPTONLY,
"f",
"duration",
"Sets the duration of the earthquake."
);
Event EV_Earthquake_SetMagnitude
(
"magnitude",
EV_SCRIPTONLY,
"f",
"theMagnitude",
"Sets the magnitude of the earthquake."
);
Event EV_Earthquake_SetDistance
(
"distance",
EV_SCRIPTONLY,
"f",
"distance",
"Sets the distance that an earthquake will effect things."
);
Event EV_Earthquake_SetPlaySound
(
"earthquake_playsound",
EV_SCRIPTONLY,
"B",
"bool",
"Sets whether or not the earthquake plays its looping sound or not (defaults to true)."
);
CLASS_DECLARATION( Trigger, Earthquake, "func_earthquake" )
{
{ &EV_Touch, NULL },
{ &EV_Trigger_Effect, &Earthquake::Activate },
{ &EV_Earthquake_Deactivate, &Earthquake::Deactivate },
{ &EV_Earthquake_SetDuration, &Earthquake::SetDuration },
{ &EV_Earthquake_SetMagnitude, &Earthquake::SetMagnitude },
{ &EV_Earthquake_SetDistance, &Earthquake::SetDistance },
{ &EV_Earthquake_SetPlaySound, &Earthquake::setPlaySound },
{ NULL, NULL }
};
Earthquake::Earthquake( void )
{
// cache in the quake sound
CacheResource( "snd_earthquake", this );
if ( LoadingSavegame )
{
return;
}
// Setup some default values
_duration = 0.8f;
_magnitude = 1.0f;
_distance = 0.0f;
_active = false;
_playSound = false;
// Make sure it gets sent to the client (so the player hears the sound)
edict->svflags &= ~SVF_NOCLIENT;
}
Earthquake::~Earthquake()
{
level.removeEarthquake( this );
StopLoopSound();
}
void Earthquake::SetDuration( Event *ev )
{
_duration = ev->GetFloat( 1 );
}
void Earthquake::SetMagnitude( Event *ev )
{
_magnitude = ev->GetFloat( 1 );
}
void Earthquake::SetDistance( Event *ev )
{
_distance = ev->GetFloat( 1 );
}
void Earthquake::Activate( Event *ev )
{
// The eartquake has been activated
if ( _duration > 0.0f )
{
// Add ourselves to the level list of earthquakes
level.addEarthquake( this );
// Setup everything
_startTime = level.time;
_currentMagnitude = _magnitude;
_active = true;
if ( _playSound )
{
LoopSound( "snd_earthquake", DEFAULT_VOL, LEVEL_WIDE_MIN_DIST );
}
PostEvent( EV_Earthquake_Deactivate, _duration );
turnThinkOn();
}
}
void Earthquake::Think( void )
{
float timeDelta;
if ( !_active )
{
return;
}
timeDelta = level.time - _startTime;
// we are in the first half of the earthquake
if ( timeDelta < ( _duration * 0.5f ) )
{
if ( !( spawnflags & EARTHQUAKE_NO_RAMPUP ) )
{
float rampUpTime;
rampUpTime = _startTime + ( _duration * 0.33f );
if ( level.time < rampUpTime )
{
float scale;
scale = ( timeDelta ) / ( _duration * 0.33f );
_currentMagnitude = _magnitude * scale;
edict->s.loopSoundVolume = scale;
}
else
{
_currentMagnitude = _magnitude;
edict->s.loopSoundVolume = 1.0f;
}
}
}
// we are in the second half of the earthquake
else
{
if ( !( spawnflags & EARTHQUAKE_NO_RAMPDOWN ) )
{
float rampDownTime;
rampDownTime = _startTime + ( _duration * 0.66f );
if ( level.time > rampDownTime )
{
float scale;
scale = 1.0f - ( ( level.time - rampDownTime ) / ( _duration * 0.33f ) );
_currentMagnitude = _magnitude * scale;
edict->s.loopSoundVolume = scale;
}
else
{
_currentMagnitude = _magnitude;
edict->s.loopSoundVolume = 1.0f;
}
}
}
}
void Earthquake::Deactivate( Event *ev )
{
// Remove ourselves from the level list of earthquakes
level.removeEarthquake( this );
// Stop everything
_active = false;
_currentMagnitude = 0.0f;
StopLoopSound();
turnThinkOff();
}
void Earthquake::setPlaySound( Event *ev )
{
if ( ev->NumArgs() > 0 )
_playSound = ev->GetBoolean( 1 );
else
_playSound = true;
}
float Earthquake::getMagnitudeAtPosition( const Vector &position )
{
float magnitudeAtPosition = 0.0f;
// Make sure we are active
if ( _active )
{
// We default to our full current magnitude
magnitudeAtPosition = _currentMagnitude;
// See if we should diminish our magnitude over distance
if ( _distance )
{
Vector dir = origin - position;
const float distance = dir.length();
// Modify the magnitude over the distance from the position
if ( distance > _distance )
{
magnitudeAtPosition = 0.0f;
}
else
{
magnitudeAtPosition *= 1.0f - ( distance / _distance );
}
}
}
return magnitudeAtPosition;
}