272 lines
6.1 KiB
C++
272 lines
6.1 KiB
C++
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#include "../../idlib/precompiled.h"
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#pragma hdrstop
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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( void ) {
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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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// RAVEN BEGIN
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// bdube: added last apply time
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lastApplyTime = -1;
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owner = NULL;
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// RAVEN END
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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( void ) {
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if ( this->clipModel ) {
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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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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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savefile->WriteInt ( lastApplyTime ); // cnicholson: Added unsaved var
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// TOSAVE: idEntity* owner;
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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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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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savefile->ReadInt ( lastApplyTime ); // cnicholson: Added unrestored var
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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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if ( this->clipModel && clipModel != this->clipModel ) {
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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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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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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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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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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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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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// RAVEN BEGIN
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// ddynerman: multiple clip worlds
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numClipModels = gameLocal.ClipModelsTouchingBounds( owner, bounds, -1, clipModelList, MAX_GENTITIES );
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// RAVEN END
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for ( i = 0; i < numClipModels; i++ ) {
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cm = clipModelList[ i ];
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if ( !cm->IsTraceModel() ) {
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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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continue;
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}
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idPhysics *physics = entity->GetPhysics();
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if ( playerOnly ) {
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// RAVEN BEGIN
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// jnewquist: Use accessor for static class type
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if ( !physics->IsType( idPhysics_Player::GetClassType() ) ) {
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// RAVEN END
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continue;
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}
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} else if ( monsterOnly ) {
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// RAVEN BEGIN
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// jnewquist: Use accessor for static class type
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if ( !physics->IsType( idPhysics_Monster::GetClassType() ) ) {
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continue;
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}
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}
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// nrausch: It was undesireable to have gibs and discarded weapons bouncing on jump pads
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if ( gameLocal.isMultiplayer ) {
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if ( entity->IsType( idItem::GetClassType() ) ) {
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continue;
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}
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if ( entity->IsType( rvClientPhysics::GetClassType() ) ) {
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continue;
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}
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if ( entity->IsType( idPlayer::GetClassType() ) ) {
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if ( ((idPlayer*)entity)->health <= 0 ) {
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continue;
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}
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}
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}
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// ddynerman: multiple clip worlds
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if ( !gameLocal.ContentsModel( owner, cm->GetOrigin(), cm, cm->GetAxis(), -1,
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clipModel->GetCollisionModel(), clipModel->GetOrigin(), clipModel->GetAxis() ) ) {
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// RAVEN END
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continue;
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}
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switch( type ) {
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case FORCEFIELD_UNIFORM: {
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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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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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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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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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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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torque[2] = 1.0f;
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}
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}
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switch( applyType ) {
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case FORCEFIELD_APPLY_FORCE: {
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if ( randomTorque != 0.0f ) {
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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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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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physics->SetLinearVelocity( force * magnitude, cm->GetId() );
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if ( randomTorque != 0.0f ) {
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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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if ( randomTorque != 0.0f ) {
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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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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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gameLocal.Error( "idForce_Field: invalid apply type" );
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break;
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}
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}
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// RAVEN BEGIN
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// bdube: added last apply time
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lastApplyTime = time;
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// RAVEN END
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}
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}
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