Force_Field.h 3.3 KB

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  1. /*
  2. ===========================================================================
  3. Doom 3 BFG Edition GPL Source Code
  4. Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
  5. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
  6. Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
  7. it under the terms of the GNU General Public License as published by
  8. the Free Software Foundation, either version 3 of the License, or
  9. (at your option) any later version.
  10. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
  11. but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. GNU General Public License for more details.
  14. You should have received a copy of the GNU General Public License
  15. along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
  16. 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.
  17. 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.
  18. ===========================================================================
  19. */
  20. #ifndef __FORCE_FIELD_H__
  21. #define __FORCE_FIELD_H__
  22. /*
  23. ===============================================================================
  24. Force field
  25. ===============================================================================
  26. */
  27. enum forceFieldType {
  28. FORCEFIELD_UNIFORM,
  29. FORCEFIELD_EXPLOSION,
  30. FORCEFIELD_IMPLOSION
  31. };
  32. enum forceFieldApplyType {
  33. FORCEFIELD_APPLY_FORCE,
  34. FORCEFIELD_APPLY_VELOCITY,
  35. FORCEFIELD_APPLY_IMPULSE
  36. };
  37. class idForce_Field : public idForce {
  38. public:
  39. CLASS_PROTOTYPE( idForce_Field );
  40. void Save( idSaveGame *savefile ) const;
  41. void Restore( idRestoreGame *savefile );
  42. idForce_Field();
  43. virtual ~idForce_Field();
  44. // uniform constant force
  45. void Uniform( const idVec3 &force );
  46. // explosion from clip model origin
  47. void Explosion( float force );
  48. // implosion towards clip model origin
  49. void Implosion( float force );
  50. // add random torque
  51. void RandomTorque( float force );
  52. // should the force field apply a force, velocity or impulse
  53. void SetApplyType( const forceFieldApplyType type ) { applyType = type; }
  54. // make the force field only push players
  55. void SetPlayerOnly( bool set ) { playerOnly = set; }
  56. // make the force field only push monsters
  57. void SetMonsterOnly( bool set ) { monsterOnly = set; }
  58. // clip model describing the extents of the force field
  59. void SetClipModel( idClipModel *clipModel );
  60. public: // common force interface
  61. virtual void Evaluate( int time );
  62. private:
  63. // force properties
  64. forceFieldType type;
  65. forceFieldApplyType applyType;
  66. float magnitude;
  67. idVec3 dir;
  68. float randomTorque;
  69. bool playerOnly;
  70. bool monsterOnly;
  71. idClipModel * clipModel;
  72. };
  73. #endif /* !__FORCE_FIELD_H__ */