Rework env_random_shake code.

This commit is contained in:
Andrey Akhmichin 2020-06-06 14:28:31 +05:00
parent 7f3e9f60aa
commit 45b75bff2a
1 changed files with 87 additions and 55 deletions

View File

@ -23,17 +23,16 @@
#include "func_break.h"
#include "shake.h"
#define RANDOM_SHAKE_REFIRE_MIN 8
#define RANDOM_SHAKE_REFIRE_MAX 15
// pev->scale is amplitude
// pev->dmg_save is frequency
// pev->dmg_take is duration
// pev->dmg is radius
// radius of 0 means all players
// NOTE: UTIL_ScreenShake() will only shake players who are on the ground
enum
{
SHAKE_TYPE_SMALL = 0,
SHAKE_TYPE_MEDIUM,
SHAKE_TYPE_HUGE,
SHAKE_TYPE_COUNT,
};
#define SF_SHAKE_TYPE_SMALL 0x0001
#define SF_SHAKE_TYPE_MEDIUM 0x0002
#define SF_SHAKE_TYPE_HUGE 0x0004
// ==========================================
// Code changes for- Night at the Office:
@ -46,64 +45,97 @@ enum
// the duration is random and the delay between fires is also
// random.
class CRandomShake : public CShake
class CRandomShake : public CBaseDelay
{
public:
void Spawn(void);
void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void Spawn();
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void KeyValue( KeyValueData *pkvd );
void EXPORT RandomThink(void);
void Shake();
virtual int ObjectCaps(void) { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
inline float Amplitude() { return pev->scale; }
inline float Frequency() { return pev->dmg_save; }
inline float Duration() { return pev->dmg_take; }
inline float Radius() { return pev->dmg; }
inline void SetAmplitude( float amplitude ) { pev->scale = amplitude; }
inline void SetFrequency( float frequency ) { pev->dmg_save = frequency; }
inline void SetDuration( float duration ) { pev->dmg_take = duration; }
inline void SetRadius( float radius ) { pev->dmg = radius; }
void EXPORT ShootThink();
int m_iShakeCount;
};
LINK_ENTITY_TO_CLASS(env_random_shake, CRandomShake);
LINK_ENTITY_TO_CLASS( env_random_shake, CRandomShake )
void CRandomShake::Spawn(void)
void CRandomShake::Spawn()
{
CShake::Spawn();
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NONE;
pev->effects = 0;
pev->frame = 0;
SetThink(NULL);
SetRadius( 0 );
SetDuration( RANDOM_LONG( 2, 8 ) );
m_iShakeCount = 10;
if( m_flDelay == 0.0f )
m_flDelay = 0.1f;
SetAmplitude( 4.0f );
if( pev->spawnflags & SF_SHAKE_TYPE_SMALL )
SetAmplitude( RANDOM_FLOAT( 1.0f, 5.0f ) );
if( pev->spawnflags & SF_SHAKE_TYPE_MEDIUM )
SetAmplitude( RANDOM_FLOAT( 4.0f, 10.0f ) );
if( pev->spawnflags & SF_SHAKE_TYPE_HUGE )
SetAmplitude( RANDOM_FLOAT( 8.0f, 16.0f ) );
}
void CRandomShake::Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
void CRandomShake::KeyValue( KeyValueData *pkvd )
{
SetThink(&CRandomShake::RandomThink);
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(RANDOM_SHAKE_REFIRE_MIN, RANDOM_SHAKE_REFIRE_MAX);
}
void CRandomShake::RandomThink(void)
{
pev->nextthink = gpGlobals->time + RANDOM_FLOAT(RANDOM_SHAKE_REFIRE_MIN, RANDOM_SHAKE_REFIRE_MAX);
int amplitude, frequency, duration;
switch (RANDOM_LONG(0, SHAKE_TYPE_COUNT - 1))
if( FStrEq( pkvd->szKeyName, "frequency" ) )
{
default:
case SHAKE_TYPE_SMALL:
amplitude = RANDOM_LONG(2, 3);
frequency = RANDOM_LONG(20, 40);
duration = RANDOM_FLOAT(2, 4);
break;
case SHAKE_TYPE_MEDIUM:
amplitude = RANDOM_LONG(3, 5);
frequency = RANDOM_LONG(40, 80);
duration = RANDOM_FLOAT(4, 6);
break;
case SHAKE_TYPE_HUGE:
amplitude = RANDOM_LONG(5, 10);
frequency = RANDOM_LONG(80, 100);
duration = RANDOM_FLOAT(6, 8);
break;
SetFrequency( atof( pkvd->szValue ) );
pkvd->fHandled = TRUE;
}
else
CBaseDelay::KeyValue( pkvd );
}
SetAmplitude(amplitude);
SetFrequency(frequency);
SetDuration(duration);
void CRandomShake::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
SetThink( &CRandomShake::ShootThink );
pev->nextthink = gpGlobals->time;
}
void CRandomShake::Shake()
{
UTIL_ScreenShake( pev->origin, Amplitude(), Frequency(), Duration(), Radius() );
EMIT_GROUPNAME_SUIT( ENT( pev ), "FRAGILE" );
}
void CRandomShake::ShootThink()
{
m_flDelay = RANDOM_FLOAT( 9.0f, 24.0f );
pev->nextthink = gpGlobals->time + m_flDelay;
Shake();
if( --m_iShakeCount <= 0 )
{
m_iShakeCount += 10;
pev->nextthink = gpGlobals->time;
}
}
UTIL_ScreenShake(pev->origin, Amplitude(), Frequency(), Duration(), 0);
}