/* =========================================================================== 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 . 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. =========================================================================== */ #ifndef __FORCE_FIELD_H__ #define __FORCE_FIELD_H__ #include "physics/Force.h" #include "physics/Clip.h" #include "Entity.h" #include "AFEntity.h" /* =============================================================================== Force field =============================================================================== */ enum forceFieldType { FORCEFIELD_UNIFORM, FORCEFIELD_EXPLOSION, FORCEFIELD_IMPLOSION }; enum forceFieldApplyType { FORCEFIELD_APPLY_FORCE, FORCEFIELD_APPLY_VELOCITY, FORCEFIELD_APPLY_IMPULSE }; //ivan start enum forceFieldMagnitudeType { FORCEFIELD_MAGNITUDE_FIXED, //no changes to the specified magnitude FORCEFIELD_MAGNITUDE_DISTANCE, //the closer it is, the higher the magnitude is FORCEFIELD_MAGNITUDE_DISTANCE_INV }; //ivan end class idForce_Field : public idForce { public: CLASS_PROTOTYPE( idForce_Field ); void Save( idSaveGame *savefile ) const; void Restore( idRestoreGame *savefile ); idForce_Field( void ); virtual ~idForce_Field( void ); // uniform constant force void Uniform( const idVec3 &force ); // explosion from clip model origin void Explosion( float force ); // implosion towards clip model origin void Implosion( float force ); // add random torque void RandomTorque( float force ); // should the force field apply a force, velocity or impulse void SetApplyType( const forceFieldApplyType type ) { applyType = type; } // make the force field only push players void SetPlayerOnly( bool set ) { playerOnly = set; } // make the force field only push monsters void SetMonsterOnly( bool set ) { monsterOnly = set; } // clip model describing the extents of the force field void SetClipModel( idClipModel *clipModel ); //ivan start // should the force field apply a force, velocity or impulse void SetMagnitudeType( const forceFieldMagnitudeType type ) { magnitudeType = type; } void SetOldVelocityPct( float oldPct ) { oldVelocityPct = oldPct; } void SetDistanceBounds( float offset, float radius ); //ivan end public: // common force interface virtual void Evaluate( int time ); private: // force properties forceFieldType type; forceFieldApplyType applyType; //ivan start forceFieldMagnitudeType magnitudeType; float distance_radius; float distance_offset; float oldVelocityPct; //ivan end float magnitude; idVec3 dir; float randomTorque; bool playerOnly; bool monsterOnly; idClipModel * clipModel; //ivan start float GetDistancePct( float distance, bool inverse ); //ivan end }; #endif /* !__FORCE_FIELD_H__ */