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https://github.com/UberGames/EF2GameSource.git
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73 lines
2 KiB
C++
73 lines
2 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/earthquake.h $
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// $Revision:: 6 $
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// $Author:: Steven $
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// $Date:: 9/08/02 10:43a $
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//
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// Copyright (C) 1997 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Earthquake trigger causes a localized earthquake when triggered.
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// The earthquake effect is visible to the user as the shaking of his screen.
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//
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#ifndef __EARTHQUAKE_H__
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#define __EARTHQUAKE_H__
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#include "g_local.h"
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#include "trigger.h"
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#define EARTHQUAKE_STRENGTH 50
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extern Event EV_Earthquake_SetDuration;
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extern Event EV_Earthquake_SetMagnitude;
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extern Event EV_Earthquake_SetDistance;
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class Earthquake : public Trigger
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{
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protected:
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float _startTime;
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bool _active;
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float _magnitude;
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float _duration;
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float _distance;
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float _currentMagnitude;
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bool _playSound;
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public:
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CLASS_PROTOTYPE( Earthquake );
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Earthquake();
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~Earthquake();
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void Activate( Event *ev );
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void Deactivate( Event *ev );
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void SetDuration( Event *ev );
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void SetMagnitude( Event *ev );
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void SetDistance( Event *ev );
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/* virtual */ void Think( void );
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bool EarthquakeActive() { return _active; };
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/* virtual */ void Archive( Archiver &arc );
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float getMagnitudeAtPosition( const Vector &position );
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void setPlaySound( Event *ev );
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};
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inline void Earthquake::Archive( Archiver &arc )
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{
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Trigger::Archive( arc );
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arc.ArchiveFloat( &_startTime );
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arc.ArchiveBool( &_active );
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arc.ArchiveFloat( &_magnitude );
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arc.ArchiveFloat( &_duration );
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arc.ArchiveFloat( &_distance );
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arc.ArchiveFloat( &_currentMagnitude );
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arc.ArchiveBool( &_playSound );
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}
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#endif /* Earthquake.h */
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