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125 lines
4 KiB
C++
125 lines
4 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#ifndef __FORCE_FIELD_H__
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#define __FORCE_FIELD_H__
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#include "physics/Force.h"
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#include "physics/Clip.h"
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#include "Entity.h"
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#include "AFEntity.h"
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/*
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===============================================================================
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Force field
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===============================================================================
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*/
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enum forceFieldType {
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FORCEFIELD_UNIFORM,
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FORCEFIELD_EXPLOSION,
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FORCEFIELD_IMPLOSION
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};
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enum forceFieldApplyType {
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FORCEFIELD_APPLY_FORCE,
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FORCEFIELD_APPLY_VELOCITY,
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FORCEFIELD_APPLY_IMPULSE
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};
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//ivan start
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enum forceFieldMagnitudeType {
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FORCEFIELD_MAGNITUDE_FIXED, //no changes to the specified magnitude
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FORCEFIELD_MAGNITUDE_DISTANCE, //the closer it is, the higher the magnitude is
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FORCEFIELD_MAGNITUDE_DISTANCE_INV
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};
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//ivan end
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class idForce_Field : public idForce {
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public:
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CLASS_PROTOTYPE( idForce_Field );
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void Save( idSaveGame *savefile ) const;
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void Restore( idRestoreGame *savefile );
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idForce_Field( void );
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virtual ~idForce_Field( void );
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// uniform constant force
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void Uniform( const idVec3 &force );
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// explosion from clip model origin
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void Explosion( float force );
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// implosion towards clip model origin
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void Implosion( float force );
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// add random torque
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void RandomTorque( float force );
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// should the force field apply a force, velocity or impulse
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void SetApplyType( const forceFieldApplyType type ) { applyType = type; }
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// make the force field only push players
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void SetPlayerOnly( bool set ) { playerOnly = set; }
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// make the force field only push monsters
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void SetMonsterOnly( bool set ) { monsterOnly = set; }
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// clip model describing the extents of the force field
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void SetClipModel( idClipModel *clipModel );
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//ivan start
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// should the force field apply a force, velocity or impulse
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void SetMagnitudeType( const forceFieldMagnitudeType type ) { magnitudeType = type; }
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void SetOldVelocityPct( float oldPct ) { oldVelocityPct = oldPct; }
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void SetDistanceBounds( float offset, float radius );
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//ivan end
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public: // common force interface
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virtual void Evaluate( int time );
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private:
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// force properties
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forceFieldType type;
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forceFieldApplyType applyType;
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//ivan start
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forceFieldMagnitudeType magnitudeType;
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float distance_radius;
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float distance_offset;
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float oldVelocityPct;
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//ivan end
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float magnitude;
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idVec3 dir;
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float randomTorque;
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bool playerOnly;
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bool monsterOnly;
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idClipModel * clipModel;
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//ivan start
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float GetDistancePct( float distance, bool inverse );
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//ivan end
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};
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#endif /* !__FORCE_FIELD_H__ */
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