quake4-sdk/source/mpgame/physics/Force_Field.cpp

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2007-06-15 00:00:00 +00:00
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "../Game_local.h"
CLASS_DECLARATION( idForce, idForce_Field )
END_CLASS
/*
================
idForce_Field::idForce_Field
================
*/
idForce_Field::idForce_Field( void ) {
type = FORCEFIELD_UNIFORM;
applyType = FORCEFIELD_APPLY_FORCE;
magnitude = 0.0f;
dir.Set( 0, 0, 1 );
randomTorque = 0.0f;
playerOnly = false;
monsterOnly = false;
clipModel = NULL;
// RAVEN BEGIN
// bdube: added last apply time
lastApplyTime = -1;
owner = NULL;
// RAVEN END
}
/*
================
idForce_Field::~idForce_Field
================
*/
idForce_Field::~idForce_Field( void ) {
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 );
savefile->WriteInt ( lastApplyTime ); // cnicholson: Added unsaved var
// TOSAVE: idEntity* owner;
}
/*
================
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 );
savefile->ReadInt ( lastApplyTime ); // cnicholson: Added unrestored var
}
/*
================
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() );
// RAVEN BEGIN
// ddynerman: multiple clip worlds
numClipModels = gameLocal.ClipModelsTouchingBounds( owner, bounds, -1, clipModelList, MAX_GENTITIES );
// RAVEN END
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 ) {
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( !physics->IsType( idPhysics_Player::GetClassType() ) ) {
// RAVEN END
continue;
}
} else if ( monsterOnly ) {
// RAVEN BEGIN
// jnewquist: Use accessor for static class type
if ( !physics->IsType( idPhysics_Monster::GetClassType() ) ) {
continue;
}
}
// nrausch: It was undesireable to have gibs and discarded weapons bouncing on jump pads
if ( gameLocal.isMultiplayer ) {
if ( entity->IsType( idItem::GetClassType() ) ) {
continue;
}
if ( entity->IsType( rvClientPhysics::GetClassType() ) ) {
continue;
}
if ( entity->IsType( idPlayer::GetClassType() ) ) {
if ( ((idPlayer*)entity)->health <= 0 ) {
continue;
}
}
}
// ddynerman: multiple clip worlds
if ( !gameLocal.ContentsModel( owner, cm->GetOrigin(), cm, cm->GetAxis(), -1,
clipModel->GetCollisionModel(), clipModel->GetOrigin(), clipModel->GetAxis() ) ) {
// RAVEN END
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;
}
}
// RAVEN BEGIN
// bdube: added last apply time
lastApplyTime = time;
// RAVEN END
}
}