mirror of
https://github.com/ptitSeb/Serious-Engine
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146 lines
4.9 KiB
C++
146 lines
4.9 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_WORLDSETTINGS_H
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#define SE_INCL_WORLDSETTINGS_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Base/CTString.h>
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#include <Engine/Math/TextureMapping.h>
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// type of dynamic texture mapping transformation
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class ENGINE_API CTextureTransformation {
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public:
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CTString tt_strName;
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CMappingDefinition tt_mdTransformation;
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/* Constructor. */
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CTextureTransformation(void);
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};
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// type of texture blending used for a texture on a polygon
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class ENGINE_API CTextureBlending {
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public:
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CTString tb_strName;
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UBYTE tb_ubBlendingType; // uses gfx flags for texture blending (STX_BLEND_xxxx)
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COLOR tb_colMultiply; // original polygon color is multiplied by this
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/* Constructor. */
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CTextureBlending(void);
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};
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// type of surface of a polygon (its physical properties)
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#define STF_SLIDEDOWNSLOPE (1UL<<0) // can accelerate only across slope, not up/down
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#define STF_NOIMPACT (1UL<<1) // cannot damage because of impact with this polygon
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class ENGINE_API CSurfaceType {
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public:
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FLOAT st_fFriction; // friction coefficient on the surface
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FLOAT st_fStairsHeight; // stairs step-up height modifier (=0-no step, >0 use max, <0 use min)
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FLOAT st_fClimbSlopeCos; // cosine of max. climbable slope
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FLOAT st_fJumpSlopeCos; // cosine of max. jump-from slope
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INDEX st_iWalkDamageType; // type of damage inflicted when walking on surface
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FLOAT st_fWalkDamageAmount; // how much to damage when inside
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FLOAT st_tmWalkDamageDelay; // how much to delay before first damage
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FLOAT st_tmWalkDamageFrequency; // how much to delay between two damages
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ULONG st_ulFlags;
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CTString st_strName; // name of surface type
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/* Default constructor. */
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CSurfaceType(void) :
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st_fFriction(1.0f),
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st_fStairsHeight(1.0f),
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st_fClimbSlopeCos( 0.7071067811865f/*cos(45.0f)*/),
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st_fJumpSlopeCos( 0.7071067811865f/*cos(45.0f)*/),
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st_iWalkDamageType(0),
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st_fWalkDamageAmount(0),
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st_tmWalkDamageDelay(0),
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st_tmWalkDamageFrequency(100),
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st_ulFlags(0),
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st_strName("") {}
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};
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// type of content of a sector
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#define CTF_BREATHABLE_LUNGS (1UL<<0) // breathable for creatures with lungs
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#define CTF_BREATHABLE_GILLS (1UL<<1) // breathable for creatures with gills
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#define CTF_FLYABLE (1UL<<2) // flyable in if can fly
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#define CTF_SWIMABLE (1UL<<3) // swimmable in if enough density
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#define CTF_FADESPINNING (1UL<<4) // spinning objects may stop spinning
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class ENGINE_API CContentType {
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public:
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CTString ct_strName; // name of surface type
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ULONG ct_ulFlags; // various flags
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FLOAT ct_fDensity; // density of the fluid inside content kg/m3 - defines buoyancy
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FLOAT ct_fFluidFriction; // friction inside the fluid (stopping movements)
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FLOAT ct_fControlMultiplier; // defines voluntary acceleration/decceleration
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FLOAT ct_fSpeedMultiplier; // max. speed modifier inside the fluid
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INDEX ct_iSwimDamageType; // type of damage inflicted when swimming
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FLOAT ct_fSwimDamageAmount; // how much to damage when inside
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FLOAT ct_tmSwimDamageDelay; // how much to delay before first damage
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FLOAT ct_tmSwimDamageFrequency; // how much to delay between two damages
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FLOAT ct_fDrowningDamageAmount; // how much to damage when drowning
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FLOAT ct_tmDrowningDamageDelay; // how much to delay between two damages
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FLOAT ct_fKillImmersion; // contents kills anything alive that gets in deeper than this
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INDEX ct_iKillDamageType; // type of killing damage
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/* Default constructor. */
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CContentType(void) :
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ct_strName(""),
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ct_ulFlags(CTF_BREATHABLE_LUNGS|CTF_FLYABLE),
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ct_fDensity(0),
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ct_fFluidFriction (0),
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ct_fControlMultiplier(1),
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ct_fSpeedMultiplier(1),
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ct_iSwimDamageType(0),
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ct_fSwimDamageAmount(0),
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ct_tmSwimDamageDelay(0),
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ct_tmSwimDamageFrequency(100),
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ct_fDrowningDamageAmount(10),
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ct_tmDrowningDamageDelay(1),
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ct_fKillImmersion(0),
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ct_iKillDamageType(0)
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{}
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};
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class ENGINE_API CEnvironmentType {
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public:
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CTString et_strName; // name of environment type
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INDEX et_iType;
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FLOAT et_fSize;
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/* Default constructor. */
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CEnvironmentType(void) :
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et_strName(""),
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et_iType(1),
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et_fSize(7.5)
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{}
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};
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/*
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* One type of illuminating polygon.
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*/
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class ENGINE_API CIlluminationType {
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public:
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CTString it_strName; // name of illumination type
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/* Default constructor. */
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CIlluminationType(void) : it_strName("") {};
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};
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/*
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* One type of mirroring (or warping) polygon.
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*/
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#define MPF_WARP (1UL<<0) // warp portal
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class CMirrorParameters {
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public:
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ULONG mp_ulFlags;
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// for warps
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CPlacement3D mp_plWarpIn; // warp entry
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CPlacement3D mp_plWarpOut; // warp exit
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CEntity *mp_penWarpViewer; // which entity to view from
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FLOAT mp_fWarpFOV; // FOV, -1 for no change
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};
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#endif /* include-once check. */
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