mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-11 21:21:27 +00:00
259 lines
6.6 KiB
C++
259 lines
6.6 KiB
C++
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 BFG Edition GPL Source Code
|
||
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||
|
|
||
|
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#pragma hdrstop
|
||
|
#include "../../idlib/precompiled.h"
|
||
|
|
||
|
|
||
|
#include "../Game_local.h"
|
||
|
|
||
|
CLASS_DECLARATION( idForce, idForce_Field )
|
||
|
END_CLASS
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForce_Field::idForce_Field
|
||
|
================
|
||
|
*/
|
||
|
idForce_Field::idForce_Field() {
|
||
|
type = FORCEFIELD_UNIFORM;
|
||
|
applyType = FORCEFIELD_APPLY_FORCE;
|
||
|
magnitude = 0.0f;
|
||
|
dir.Set( 0, 0, 1 );
|
||
|
randomTorque = 0.0f;
|
||
|
playerOnly = false;
|
||
|
monsterOnly = false;
|
||
|
clipModel = NULL;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForce_Field::~idForce_Field
|
||
|
================
|
||
|
*/
|
||
|
idForce_Field::~idForce_Field() {
|
||
|
if ( this->clipModel ) {
|
||
|
delete this->clipModel;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForce_Field::Save
|
||
|
================
|
||
|
*/
|
||
|
void idForce_Field::Save( idSaveGame *savefile ) const {
|
||
|
savefile->WriteInt( type );
|
||
|
savefile->WriteInt( applyType);
|
||
|
savefile->WriteFloat( magnitude );
|
||
|
savefile->WriteVec3( dir );
|
||
|
savefile->WriteFloat( randomTorque );
|
||
|
savefile->WriteBool( playerOnly );
|
||
|
savefile->WriteBool( monsterOnly );
|
||
|
savefile->WriteClipModel( clipModel );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForce_Field::Restore
|
||
|
================
|
||
|
*/
|
||
|
void idForce_Field::Restore( idRestoreGame *savefile ) {
|
||
|
savefile->ReadInt( (int &)type );
|
||
|
savefile->ReadInt( (int &)applyType);
|
||
|
savefile->ReadFloat( magnitude );
|
||
|
savefile->ReadVec3( dir );
|
||
|
savefile->ReadFloat( randomTorque );
|
||
|
savefile->ReadBool( playerOnly );
|
||
|
savefile->ReadBool( monsterOnly );
|
||
|
savefile->ReadClipModel( clipModel );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForce_Field::SetClipModel
|
||
|
================
|
||
|
*/
|
||
|
void idForce_Field::SetClipModel( idClipModel *clipModel ) {
|
||
|
if ( this->clipModel && clipModel != this->clipModel ) {
|
||
|
delete this->clipModel;
|
||
|
}
|
||
|
this->clipModel = clipModel;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForce_Field::Uniform
|
||
|
================
|
||
|
*/
|
||
|
void idForce_Field::Uniform( const idVec3 &force ) {
|
||
|
dir = force;
|
||
|
magnitude = dir.Normalize();
|
||
|
type = FORCEFIELD_UNIFORM;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForce_Field::Explosion
|
||
|
================
|
||
|
*/
|
||
|
void idForce_Field::Explosion( float force ) {
|
||
|
magnitude = force;
|
||
|
type = FORCEFIELD_EXPLOSION;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForce_Field::Implosion
|
||
|
================
|
||
|
*/
|
||
|
void idForce_Field::Implosion( float force ) {
|
||
|
magnitude = force;
|
||
|
type = FORCEFIELD_IMPLOSION;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForce_Field::RandomTorque
|
||
|
================
|
||
|
*/
|
||
|
void idForce_Field::RandomTorque( float force ) {
|
||
|
randomTorque = force;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
idForce_Field::Evaluate
|
||
|
================
|
||
|
*/
|
||
|
void idForce_Field::Evaluate( int time ) {
|
||
|
int numClipModels, i;
|
||
|
idBounds bounds;
|
||
|
idVec3 force, torque, angularVelocity;
|
||
|
idClipModel *cm, *clipModelList[ MAX_GENTITIES ];
|
||
|
|
||
|
assert( clipModel );
|
||
|
|
||
|
bounds.FromTransformedBounds( clipModel->GetBounds(), clipModel->GetOrigin(), clipModel->GetAxis() );
|
||
|
numClipModels = gameLocal.clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );
|
||
|
|
||
|
for ( i = 0; i < numClipModels; i++ ) {
|
||
|
cm = clipModelList[ i ];
|
||
|
|
||
|
if ( !cm->IsTraceModel() ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
idEntity *entity = cm->GetEntity();
|
||
|
|
||
|
if ( !entity ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
idPhysics *physics = entity->GetPhysics();
|
||
|
|
||
|
if ( playerOnly ) {
|
||
|
if ( !physics->IsType( idPhysics_Player::Type ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
} else if ( monsterOnly ) {
|
||
|
if ( !physics->IsType( idPhysics_Monster::Type ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( !gameLocal.clip.ContentsModel( cm->GetOrigin(), cm, cm->GetAxis(), -1,
|
||
|
clipModel->Handle(), clipModel->GetOrigin(), clipModel->GetAxis() ) ) {
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
switch( type ) {
|
||
|
case FORCEFIELD_UNIFORM: {
|
||
|
force = dir;
|
||
|
break;
|
||
|
}
|
||
|
case FORCEFIELD_EXPLOSION: {
|
||
|
force = cm->GetOrigin() - clipModel->GetOrigin();
|
||
|
force.Normalize();
|
||
|
break;
|
||
|
}
|
||
|
case FORCEFIELD_IMPLOSION: {
|
||
|
force = clipModel->GetOrigin() - cm->GetOrigin();
|
||
|
force.Normalize();
|
||
|
break;
|
||
|
}
|
||
|
default: {
|
||
|
gameLocal.Error( "idForce_Field: invalid type" );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if ( randomTorque != 0.0f ) {
|
||
|
torque[0] = gameLocal.random.CRandomFloat();
|
||
|
torque[1] = gameLocal.random.CRandomFloat();
|
||
|
torque[2] = gameLocal.random.CRandomFloat();
|
||
|
if ( torque.Normalize() == 0.0f ) {
|
||
|
torque[2] = 1.0f;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
switch( applyType ) {
|
||
|
case FORCEFIELD_APPLY_FORCE: {
|
||
|
if ( randomTorque != 0.0f ) {
|
||
|
entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * magnitude );
|
||
|
}
|
||
|
else {
|
||
|
entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * magnitude );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case FORCEFIELD_APPLY_VELOCITY: {
|
||
|
physics->SetLinearVelocity( force * magnitude, cm->GetId() );
|
||
|
if ( randomTorque != 0.0f ) {
|
||
|
angularVelocity = physics->GetAngularVelocity( cm->GetId() );
|
||
|
physics->SetAngularVelocity( 0.5f * (angularVelocity + torque * randomTorque), cm->GetId() );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
case FORCEFIELD_APPLY_IMPULSE: {
|
||
|
if ( randomTorque != 0.0f ) {
|
||
|
entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * magnitude );
|
||
|
}
|
||
|
else {
|
||
|
entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * magnitude );
|
||
|
}
|
||
|
break;
|
||
|
}
|
||
|
default: {
|
||
|
gameLocal.Error( "idForce_Field: invalid apply type" );
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|