dhewm3-sdk/game/physics/Force_Field.h
2018-08-27 15:13:17 +02:00

125 lines
4 KiB
C++

/*
===========================================================================
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.
===========================================================================
*/
#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__ */