mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
296 lines
6.7 KiB
C++
296 lines
6.7 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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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#pragma hdrstop
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#include "../../idlib/precompiled.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( idForce, idForce_Field )
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END_CLASS
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/*
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================
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idForce_Field::idForce_Field
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================
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*/
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idForce_Field::idForce_Field()
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{
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type = FORCEFIELD_UNIFORM;
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applyType = FORCEFIELD_APPLY_FORCE;
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magnitude = 0.0f;
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dir.Set( 0, 0, 1 );
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randomTorque = 0.0f;
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playerOnly = false;
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monsterOnly = false;
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clipModel = NULL;
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}
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/*
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================
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idForce_Field::~idForce_Field
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================
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*/
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idForce_Field::~idForce_Field()
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{
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if( this->clipModel )
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{
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delete this->clipModel;
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}
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}
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/*
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================
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idForce_Field::Save
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================
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*/
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void idForce_Field::Save( idSaveGame* savefile ) const
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{
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savefile->WriteInt( type );
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savefile->WriteInt( applyType );
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savefile->WriteFloat( magnitude );
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savefile->WriteVec3( dir );
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savefile->WriteFloat( randomTorque );
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savefile->WriteBool( playerOnly );
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savefile->WriteBool( monsterOnly );
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savefile->WriteClipModel( clipModel );
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}
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/*
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================
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idForce_Field::Restore
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================
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*/
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void idForce_Field::Restore( idRestoreGame* savefile )
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{
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savefile->ReadInt( ( int& )type );
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savefile->ReadInt( ( int& )applyType );
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savefile->ReadFloat( magnitude );
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savefile->ReadVec3( dir );
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savefile->ReadFloat( randomTorque );
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savefile->ReadBool( playerOnly );
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savefile->ReadBool( monsterOnly );
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savefile->ReadClipModel( clipModel );
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}
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/*
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================
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idForce_Field::SetClipModel
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================
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*/
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void idForce_Field::SetClipModel( idClipModel* clipModel )
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{
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if( this->clipModel && clipModel != this->clipModel )
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{
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delete this->clipModel;
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}
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this->clipModel = clipModel;
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}
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/*
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================
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idForce_Field::Uniform
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================
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*/
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void idForce_Field::Uniform( const idVec3& force )
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{
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dir = force;
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magnitude = dir.Normalize();
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type = FORCEFIELD_UNIFORM;
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}
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/*
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================
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idForce_Field::Explosion
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================
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*/
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void idForce_Field::Explosion( float force )
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{
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magnitude = force;
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type = FORCEFIELD_EXPLOSION;
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}
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/*
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================
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idForce_Field::Implosion
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================
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*/
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void idForce_Field::Implosion( float force )
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{
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magnitude = force;
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type = FORCEFIELD_IMPLOSION;
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}
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/*
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================
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idForce_Field::RandomTorque
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================
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*/
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void idForce_Field::RandomTorque( float force )
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{
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randomTorque = force;
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}
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/*
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================
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idForce_Field::Evaluate
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================
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*/
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void idForce_Field::Evaluate( int time )
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{
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int numClipModels, i;
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idBounds bounds;
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idVec3 force, torque, angularVelocity;
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idClipModel* cm, *clipModelList[ MAX_GENTITIES ];
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assert( clipModel );
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bounds.FromTransformedBounds( clipModel->GetBounds(), clipModel->GetOrigin(), clipModel->GetAxis() );
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numClipModels = gameLocal.clip.ClipModelsTouchingBounds( bounds, -1, clipModelList, MAX_GENTITIES );
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for( i = 0; i < numClipModels; i++ )
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{
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cm = clipModelList[ i ];
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if( !cm->IsTraceModel() )
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{
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continue;
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}
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idEntity* entity = cm->GetEntity();
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if( !entity )
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{
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continue;
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}
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idPhysics* physics = entity->GetPhysics();
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if( playerOnly )
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{
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if( !physics->IsType( idPhysics_Player::Type ) )
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{
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continue;
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}
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}
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else if( monsterOnly )
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{
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if( !physics->IsType( idPhysics_Monster::Type ) )
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{
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continue;
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}
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}
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if( !gameLocal.clip.ContentsModel( cm->GetOrigin(), cm, cm->GetAxis(), -1,
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clipModel->Handle(), clipModel->GetOrigin(), clipModel->GetAxis() ) )
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{
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continue;
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}
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switch( type )
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{
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case FORCEFIELD_UNIFORM:
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{
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force = dir;
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break;
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}
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case FORCEFIELD_EXPLOSION:
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{
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force = cm->GetOrigin() - clipModel->GetOrigin();
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force.Normalize();
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break;
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}
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case FORCEFIELD_IMPLOSION:
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{
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force = clipModel->GetOrigin() - cm->GetOrigin();
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force.Normalize();
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break;
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}
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default:
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{
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gameLocal.Error( "idForce_Field: invalid type" );
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break;
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}
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}
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if( randomTorque != 0.0f )
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{
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torque[0] = gameLocal.random.CRandomFloat();
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torque[1] = gameLocal.random.CRandomFloat();
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torque[2] = gameLocal.random.CRandomFloat();
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if( torque.Normalize() == 0.0f )
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{
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torque[2] = 1.0f;
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}
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}
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switch( applyType )
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{
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case FORCEFIELD_APPLY_FORCE:
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{
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if( randomTorque != 0.0f )
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{
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entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * magnitude );
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}
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else
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{
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entity->AddForce( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * magnitude );
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}
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break;
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}
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case FORCEFIELD_APPLY_VELOCITY:
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{
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physics->SetLinearVelocity( force * magnitude, cm->GetId() );
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if( randomTorque != 0.0f )
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{
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angularVelocity = physics->GetAngularVelocity( cm->GetId() );
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physics->SetAngularVelocity( 0.5f * ( angularVelocity + torque * randomTorque ), cm->GetId() );
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}
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break;
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}
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case FORCEFIELD_APPLY_IMPULSE:
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{
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if( randomTorque != 0.0f )
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{
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entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin() + torque.Cross( dir ) * randomTorque, dir * magnitude );
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}
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else
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{
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entity->ApplyImpulse( gameLocal.world, cm->GetId(), cm->GetOrigin(), force * magnitude );
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}
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break;
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}
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default:
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{
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gameLocal.Error( "idForce_Field: invalid apply type" );
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break;
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}
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}
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}
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}
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