1 /*
2 * Copyright 2011-2012 Arx Libertatis Team (see the AUTHORS file)
3 *
4 * This file is part of Arx Libertatis.
5 *
6 * Arx Libertatis 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 *
11 * Arx Libertatis is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with Arx Libertatis. If not, see <http://www.gnu.org/licenses/>.
18 */
19 /* Based on:
20 ===========================================================================
21 ARX FATALIS GPL Source Code
22 Copyright (C) 1999-2010 Arkane Studios SA, a ZeniMax Media company.
23
24 This file is part of the Arx Fatalis GPL Source Code ('Arx Fatalis Source Code').
25
26 Arx Fatalis Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public
27 License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.
28
29 Arx Fatalis Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied
30 warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
31
32 You should have received a copy of the GNU General Public License along with Arx Fatalis Source Code. If not, see
33 <http://www.gnu.org/licenses/>.
34
35 In addition, the Arx Fatalis Source Code is also subject to certain additional terms. You should have received a copy of these
36 additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Arx
37 Fatalis Source Code. If not, please request a copy in writing from Arkane Studios at the address below.
38
39 If you have questions concerning this license or the applicable additional terms, you may contact in writing Arkane Studios, c/o
40 ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
41 ===========================================================================
42 */
43 // Code: Cyril Meynier
44 //
45 // Copyright (c) 1999-2000 ARKANE Studios SA. All rights reserved
46
47 #include "physics/Attractors.h"
48
49 #include "game/Entity.h"
50 #include "game/EntityManager.h"
51 #include "graphics/Math.h"
52 #include "scene/Interactive.h"
53
54 struct ARX_SPECIAL_ATTRACTOR {
55 long ionum; // -1 == not defined
56 float power;
57 float radius;
58 };
59
60 static const size_t MAX_ATTRACTORS = 16;
61 static ARX_SPECIAL_ATTRACTOR attractors[MAX_ATTRACTORS];
62
ARX_SPECIAL_ATTRACTORS_Reset()63 void ARX_SPECIAL_ATTRACTORS_Reset() {
64 for(size_t i = 0; i < MAX_ATTRACTORS; i++) {
65 attractors[i].ionum = -1;
66 }
67 }
68
ARX_SPECIAL_ATTRACTORS_Remove(long ionum)69 static void ARX_SPECIAL_ATTRACTORS_Remove(long ionum) {
70 for(size_t i = 0; i < MAX_ATTRACTORS; i++) {
71 if(attractors[i].ionum == ionum) {
72 attractors[i].ionum = -1;
73 }
74 }
75 }
76
ARX_SPECIAL_ATTRACTORS_Exist(long ionum)77 static long ARX_SPECIAL_ATTRACTORS_Exist(long ionum) {
78 for(size_t i = 0; i < MAX_ATTRACTORS; i++) {
79 if(attractors[i].ionum == ionum) {
80 return i;
81 }
82 }
83 return -1;
84 }
85
ARX_SPECIAL_ATTRACTORS_Add(long ionum,float power,float radius)86 bool ARX_SPECIAL_ATTRACTORS_Add(long ionum, float power, float radius) {
87
88 if(power == 0.f) {
89 ARX_SPECIAL_ATTRACTORS_Remove(ionum);
90 }
91
92 long tst;
93 if((tst = ARX_SPECIAL_ATTRACTORS_Exist(ionum)) != -1) {
94 attractors[tst].power = power;
95 attractors[tst].radius = radius;
96 return false;
97 }
98
99 for(size_t i = 0; i < MAX_ATTRACTORS; i++) {
100 if(attractors[i].ionum == -1) {
101 attractors[i].ionum = ionum;
102 attractors[i].power = power;
103 attractors[i].radius = radius;
104 return true;
105 }
106 }
107
108 return false;
109 }
110
ARX_SPECIAL_ATTRACTORS_ComputeForIO(const Entity & ioo,Vec3f & force)111 void ARX_SPECIAL_ATTRACTORS_ComputeForIO(const Entity & ioo, Vec3f & force) {
112
113 force = Vec3f::ZERO;
114
115 for(size_t i = 0; i < MAX_ATTRACTORS; i++) {
116
117 if(attractors[i].ionum == -1 || !ValidIONum(attractors[i].ionum)) {
118 continue;
119 }
120
121 const Entity & io = *entities[attractors[i].ionum];
122
123 if(io.show != SHOW_FLAG_IN_SCENE || (io.ioflags & IO_NO_COLLISIONS)
124 || !(io.gameFlags & GFLAG_ISINTREATZONE)) {
125 continue;
126 }
127
128 float power = attractors[i].power;
129 float dist = fdist(ioo.pos, io.pos);
130
131 if(dist > (ioo.physics.cyl.radius + io.physics.cyl.radius + 10.f) || power < 0.f) {
132
133 float max_radius = attractors[i].radius;
134
135 if(dist < max_radius) {
136 float ratio_dist = 1.f - (dist / max_radius);
137 Vec3f vect = io.pos - ioo.pos;
138 fnormalize(vect);
139 power *= ratio_dist * 0.01f;
140 force = vect * power;
141 }
142 }
143
144 }
145 }
146