mirror of
https://github.com/dhewm/dhewm3-sdk.git
synced 2024-12-18 08:32:37 +00:00
125 lines
4 KiB
C++
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__ */
|