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736ec20d4d
Don't include the lazy precompiled.h everywhere, only what's required for the compilation unit. platform.h needs to be included instead to provide all essential defines and types. All includes use the relative path to the neo or the game specific root. Move all idlib related includes from idlib/Lib.h to precompiled.h. precompiled.h still exists for the MFC stuff in tools/. Add some missing header guards.
99 lines
3.3 KiB
C++
99 lines
3.3 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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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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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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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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};
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#endif /* !__FORCE_FIELD_H__ */
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