2 ===========================================================================
5 Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
7 This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
9 Doom 3 Source Code is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
14 Doom 3 Source Code is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
19 You should have received a copy of the GNU General Public License
20 along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
22 In addition, the Doom 3 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 Source Code. If not, please request a copy in writing from id Software at the address below.
24 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.
26 ===========================================================================
29 #ifndef __FORCE_FIELD_H__
30 #define __FORCE_FIELD_H__
33 ===============================================================================
37 ===============================================================================
46 enum forceFieldApplyType {
47 FORCEFIELD_APPLY_FORCE,
48 FORCEFIELD_APPLY_VELOCITY,
49 FORCEFIELD_APPLY_IMPULSE
52 class idForce_Field : public idForce {
55 CLASS_PROTOTYPE( idForce_Field );
57 void Save( idSaveGame *savefile ) const;
58 void Restore( idRestoreGame *savefile );
60 idForce_Field( void );
61 virtual ~idForce_Field( void );
62 // uniform constant force
63 void Uniform( const idVec3 &force );
64 // explosion from clip model origin
65 void Explosion( float force );
66 // implosion towards clip model origin
67 void Implosion( float force );
69 void RandomTorque( float force );
70 // should the force field apply a force, velocity or impulse
71 void SetApplyType( const forceFieldApplyType type ) { applyType = type; }
72 // make the force field only push players
73 void SetPlayerOnly( bool set ) { playerOnly = set; }
74 // make the force field only push monsters
75 void SetMonsterOnly( bool set ) { monsterOnly = set; }
76 // clip model describing the extents of the force field
77 void SetClipModel( idClipModel *clipModel );
79 public: // common force interface
80 virtual void Evaluate( int time );
85 forceFieldApplyType applyType;
91 idClipModel * clipModel;
94 #endif /* !__FORCE_FIELD_H__ */