mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-28 17:13:03 +00:00
414 lines
12 KiB
C++
414 lines
12 KiB
C++
//========= 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 );
|
|
|
|
|