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- /*
- ===========================================================================
- 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.
- ===========================================================================
- */
- #ifndef __FORCE_FIELD_H__
- #define __FORCE_FIELD_H__
- /*
- ===============================================================================
- Force field
- ===============================================================================
- */
- enum forceFieldType {
- FORCEFIELD_UNIFORM,
- FORCEFIELD_EXPLOSION,
- FORCEFIELD_IMPLOSION
- };
- enum forceFieldApplyType {
- FORCEFIELD_APPLY_FORCE,
- FORCEFIELD_APPLY_VELOCITY,
- FORCEFIELD_APPLY_IMPULSE
- };
- class idForce_Field : public idForce {
- public:
- CLASS_PROTOTYPE( idForce_Field );
- void Save( idSaveGame *savefile ) const;
- void Restore( idRestoreGame *savefile );
- idForce_Field();
- virtual ~idForce_Field();
- // uniform constant force
- void Uniform( const idVec3 &force );
- // explosion from clip model origin
- void Explosion( float force );
- // implosion towards clip model origin
- void Implosion( float force );
- // add random torque
- void RandomTorque( float force );
- // should the force field apply a force, velocity or impulse
- void SetApplyType( const forceFieldApplyType type ) { applyType = type; }
- // make the force field only push players
- void SetPlayerOnly( bool set ) { playerOnly = set; }
- // make the force field only push monsters
- void SetMonsterOnly( bool set ) { monsterOnly = set; }
- // clip model describing the extents of the force field
- void SetClipModel( idClipModel *clipModel );
- public: // common force interface
- virtual void Evaluate( int time );
- private:
- // force properties
- forceFieldType type;
- forceFieldApplyType applyType;
- float magnitude;
- idVec3 dir;
- float randomTorque;
- bool playerOnly;
- bool monsterOnly;
- idClipModel * clipModel;
- };
- #endif /* !__FORCE_FIELD_H__ */
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