quadrilateralcowboy/d3xp/physics/Force_Field.cpp

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2020-06-12 21:06:25 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 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 3 of the License, or
(at your option) any later version.
Doom 3 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 Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
#ifdef STEAM
#include "../steamstats.h"
#endif
CLASS_DECLARATION( idForce, idForce_Field )
END_CLASS
/*
================
idForce_Field::idForce_Field
================
*/
idForce_Field::idForce_Field( void ) {
type = FORCEFIELD_UNIFORM;
applyType = FORCEFIELD_APPLY_FORCE;
magnitude = 0.0f;
dir.Set( 0, 0, 1 );
randomTorque = 0.0f;
playerOnly = false;
monsterOnly = false;
clipModel = NULL;
//Raven
lastApplyTime = -1;
jumppadTimer = 0;
}
/*
================
idForce_Field::~idForce_Field
================
*/
idForce_Field::~idForce_Field( void ) {
if ( this->clipModel ) {
delete this->clipModel;
}
}
/*
================
idForce_Field::Save
================
*/
void idForce_Field::Save( idSaveGame *savefile ) const {
savefile->WriteInt( type );
savefile->WriteInt( applyType);
savefile->WriteFloat( magnitude );
savefile->WriteVec3( dir );
savefile->WriteFloat( randomTorque );
savefile->WriteBool( playerOnly );
savefile->WriteBool( monsterOnly );
savefile->WriteClipModel( clipModel );
savefile->WriteFloat(forceMultiplier);
owner.Save(savefile);
}
/*
================
idForce_Field::Restore
================
*/
void idForce_Field::Restore( idRestoreGame *savefile ) {
savefile->ReadInt( (int &)type );
savefile->ReadInt( (int &)applyType);
savefile->ReadFloat( magnitude );
savefile->ReadVec3( dir );
savefile->ReadFloat( randomTorque );
savefile->ReadBool( playerOnly );
savefile->ReadBool( monsterOnly );
savefile->ReadClipModel( clipModel );
savefile->ReadFloat(forceMultiplier);
owner.Restore(savefile);
}
/*
================
idForce_Field::SetClipModel
================
*/
void idForce_Field::SetClipModel( idClipModel *clipModel ) {
if ( this->clipModel && clipModel != this->clipModel ) {
delete this->clipModel;
}
this->clipModel = clipModel;
}
/*
================
idForce_Field::Uniform
================
*/
void idForce_Field::Uniform( const idVec3 &force ) {
dir = force;
magnitude = dir.Normalize();
type = FORCEFIELD_UNIFORM;
}
/*
================
idForce_Field::Explosion
================
*/
void idForce_Field::Explosion( float force ) {
magnitude = force;
type = FORCEFIELD_EXPLOSION;
}
/*
================
idForce_Field::Implosion
================
*/
void idForce_Field::Implosion( float force ) {
magnitude = force;
type = FORCEFIELD_IMPLOSION;
}
/*
================
idForce_Field::RandomTorque
================
*/
void idForce_Field::RandomTorque( float force ) {
randomTorque = force;
}
/*
================
idForce_Field::Evaluate
================
*/
void idForce_Field::Evaluate( int time ) {
int numClipModels, i;
idBounds bounds;
idVec3 force, torque, angularVelocity;
idClipModel *cm, *clipModelList[ MAX_GENTITIES ];
assert( clipModel );
bounds.FromTransformedBounds( clipModel->GetBounds(), clipModel->GetOrigin(), clipModel->GetAxis() );
numClipModels = gameLocal.clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );
for ( i = 0; i < numClipModels; i++ ) {
cm = clipModelList[ i ];
if ( !cm->IsTraceModel() ) {
continue;
}
idEntity *entity = cm->GetEntity();
if ( !entity ) {
continue;
}
//bc ignore things.
if (entity->IsType( idMoveableItem::Type ))
{
//int ignoreNum = static_cast<idMoveableItem *>( entity)->forcefieldIgnore.GetEntityNum();
//int myOwnerNum = this->owner.GetEntityNum();
if (static_cast<idMoveableItem *>( entity)->forcefieldIgnore.GetEntityNum() == this->owner.GetEntityNum())
{
continue;
}
}
idPhysics *physics = entity->GetPhysics();
//bc
/*
if (this->owner.IsValid())
{
if (gameLocal.GetLocalPlayer()->pickerState >= 2)
{
if (gameLocal.GetLocalPlayer()->pickerWeapon.dragEnt.IsValid())
{
if( gameLocal.GetLocalPlayer()->pickerWeapon.dragEnt.GetEntity()->IsGrabbed() && physics->IsType( idPhysics_Player::Type ))
{
continue;
}
}
}
}
*/
if ( playerOnly ) {
if ( !physics->IsType( idPhysics_Player::Type ) ) {
continue;
}
} else if ( monsterOnly ) {
if ( !physics->IsType( idPhysics_Monster::Type ) ) {
continue;
}
}
if ( !gameLocal.clip.ContentsModel( cm->GetOrigin(), cm, cm->GetAxis(), -1,
clipModel->Handle(), clipModel->GetOrigin(), clipModel->GetAxis() ) ) {
continue;
}
switch( type ) {
case FORCEFIELD_UNIFORM: {
force = dir;
break;
}
case FORCEFIELD_EXPLOSION: {
force = cm->GetOrigin() - clipModel->GetOrigin();
force.Normalize();
break;
}
case FORCEFIELD_IMPLOSION: {
force = clipModel->GetOrigin() - cm->GetOrigin();
force.Normalize();
break;
}
default: {
gameLocal.Error( "idForce_Field: invalid type" );
break;
}
}
if ( randomTorque != 0.0f ) {
torque[0] = gameLocal.random.CRandomFloat();
torque[1] = gameLocal.random.CRandomFloat();
torque[2] = gameLocal.random.CRandomFloat();
if ( torque.Normalize() == 0.0f ) {
torque[2] = 1.0f;
}
}
switch( applyType ) {
case FORCEFIELD_APPLY_FORCE: {
if ( randomTorque != 0.0f ) {
entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * magnitude );
}
else {
entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * magnitude );
}
break;
}
case FORCEFIELD_APPLY_VELOCITY:
{
//triggered by jumppad. LAUNCHER.
//ignore objects that are being held by the player.
if (gameLocal.GetLocalPlayer()->pickerWeapon.dragEnt.IsValid())
{
//player is holding onto an object.
if (gameLocal.GetLocalPlayer()->pickerWeapon.dragEnt.GetEntity() == entity)
{
//the thrown object equals the carried object. abort.
continue;
}
}
if ( entity->IsType( idDoor::Type ) )
continue;
if ( entity->IsType( idAFEntity_Generic::Type ))
{
physics->SetLinearVelocity( force * magnitude, cm->GetId() );
continue;
}
//BC hack. only launch players when they're reeeaally close, to lessen accidental launches when
//launch is plopped down near player's feet.
if ( entity->IsType( idPlayer::Type ) )
{
idVec3 playerPos = entity->GetPhysics()->GetOrigin();
playerPos.z = clipModel->GetOrigin().z;
idVec3 rawDist = playerPos - clipModel->GetOrigin();
float finalDist = rawDist.LengthFast();
if (finalDist > 24)
continue;
//force *= 0.98f; //BC hack. reduce player boost.
static_cast<idPlayer *>( entity )->physicsObj.inJump = true;
#ifdef STEAM
g_SteamStats->SetStatDelta("stat_launches_player", 1);
#endif
}
else
{
force *= g_launchermultiplier.GetFloat(); //BC hack. give non-players an extra boost.
//TODO: figure out why/how physics treats players and objects differently.
//force *= 1.1f; //was 1.43
//force *= 1.9f; //was 1.43
//force *= forceMultiplier;
}
//common->Printf("thrown mass is %f\n", entity->GetPhysics()->GetMass());
//bc hack: snap the object to the center of the jumppad so jump arc is more consistent.
if (jumppadTimer < time)
{
jumppadTimer = time + 400;
idVec3 jumppadOrigin = clipModel->GetOrigin();
//jumppadOrigin.z = physics->GetOrigin().z; //retain objects' original vertical (z) axis, so that things don't get stuck in the ground.
//jumppadOrigin.z
//gameRenderWorld->DebugCircle( colorWhite, jumppadOrigin, idVec3(0,0,1), 32, 12, 5000 );
//physics->GetAbsBounds()
jumppadOrigin.z += 5;
physics->SetOrigin( jumppadOrigin );
//BC 10-13-2015 reset object angle to 0,0,0.
idAngles snapAngle = idAngles(0,0,0);
physics->SetAxis(snapAngle.ToMat3());
//common->Printf("tele hack\n");
//gameRenderWorld->DebugBounds( colorMagenta, physics->GetBounds(), physics->GetOrigin(), 5000 );
//gameRenderWorld->DebugCircle( colorOrange, physics->GetOrigin(), idVec3(0,0,1), 16, 12, 5000 );
//gameRenderWorld->DebugCircle( colorWhite, clipModel->GetOrigin(), idVec3(0,0,1), 32, 12, 5000 );
physics->SetLinearVelocity( force * magnitude, cm->GetId() );
}
/*
if ( randomTorque != 0.0f )
{
angularVelocity = physics->GetAngularVelocity( cm->GetId() );
physics->SetAngularVelocity( 0.5f * (angularVelocity + torque * randomTorque), cm->GetId() );
}
*/
//Raven
if ( !physics->IsType( idPhysics_AF::Type ))
lastApplyTime = time;
break;
}
case FORCEFIELD_APPLY_IMPULSE: {
if ( randomTorque != 0.0f ) {
entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * magnitude );
}
else {
entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * magnitude );
}
break;
}
default: {
gameLocal.Error( "idForce_Field: invalid apply type" );
break;
}
}
}
}