123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259 |
- /*
- ===========================================================================
- 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;
- }
- }
- }
- }
|