Serious-Engine/Sources/Engine/World/WorldSettings.h
2016-03-11 15:57:17 +02:00

146 lines
4.9 KiB
C++

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