openmohaa/code/fgame/earthquake.h
2023-07-05 20:52:55 +02:00

79 lines
2.3 KiB
C++

/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// earthquake.h: Earthquake trigger causes a localized earthquake when triggered.
// The earthquake effect is visible to the user as the shaking of his screen.
//
#ifndef __EARTHQUAKE_H__
#define __EARTHQUAKE_H__
#include "g_local.h"
#include "trigger.h"
#define EARTHQUAKE_STRENGTH 50
class ViewJitter : public Trigger {
protected:
float m_fRadius;
float m_fEdgeEffect;
Vector m_vJitterStrength;
float m_fDuration;
Vector m_vTimeDecay;
qboolean m_bDoneDeath;
float m_fTimeRunning;
public:
CLASS_PROTOTYPE( ViewJitter );
ViewJitter();
ViewJitter( Vector vOrigin, float fRadius, float fEdgeEffect, Vector vStrength, float fDuration, Vector vTimeDecay, float fStartDecay );
void EventActivateJitter( Event *ev );
void EventJitterThink( Event *ev );
void EventSetRadius( Event *ev );
void EventSetEdgeEffect( Event *ev );
void EventSetAmount( Event *ev );
void EventSetDuration( Event *ev );
void EventSetTimeDecay( Event *ev );
void EventSetDoneDeath( Event *ev );
void Archive( Archiver& arc ) override;
};
inline void ViewJitter::Archive
(
Archiver &arc
)
{
Trigger::Archive( arc );
arc.ArchiveFloat( &m_fRadius );
arc.ArchiveFloat( &m_fEdgeEffect );
arc.ArchiveVector( &m_vJitterStrength );
arc.ArchiveFloat( &m_fDuration );
arc.ArchiveVector( &m_vTimeDecay );
arc.ArchiveBoolean( &m_bDoneDeath );
arc.ArchiveFloat( &m_fTimeRunning );
}
#endif