mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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136 lines
3.4 KiB
C++
136 lines
3.4 KiB
C++
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/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../../idlib/precompiled.h"
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#include "../Game_local.h"
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CLASS_DECLARATION( idForce, idForce_Constant )
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END_CLASS
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/*
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================
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idForce_Constant::idForce_Constant
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================
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*/
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idForce_Constant::idForce_Constant() {
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force = vec3_zero;
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physics = NULL;
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id = 0;
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point = vec3_zero;
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}
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/*
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================
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idForce_Constant::~idForce_Constant
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================
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*/
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idForce_Constant::~idForce_Constant() {
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}
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/*
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================
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idForce_Constant::Save
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================
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*/
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void idForce_Constant::Save( idSaveGame *savefile ) const {
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savefile->WriteVec3( force );
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savefile->WriteInt( id );
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savefile->WriteVec3( point );
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}
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/*
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================
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idForce_Constant::Restore
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================
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*/
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void idForce_Constant::Restore( idRestoreGame *savefile ) {
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// Owner needs to call SetPhysics!!
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savefile->ReadVec3( force );
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savefile->ReadInt( id );
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savefile->ReadVec3( point );
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}
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/*
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================
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idForce_Constant::SetPosition
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================
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*/
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void idForce_Constant::SetPosition( idPhysics *physics, int id, const idVec3 &point ) {
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this->physics = physics;
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this->id = id;
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this->point = point;
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}
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/*
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================
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idForce_Constant::SetForce
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================
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*/
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void idForce_Constant::SetForce( const idVec3 &force ) {
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this->force = force;
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}
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/*
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================
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idForce_Constant::SetPhysics
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================
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*/
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void idForce_Constant::SetPhysics( idPhysics *physics ) {
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this->physics = physics;
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}
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/*
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================
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idForce_Constant::Evaluate
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================
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*/
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void idForce_Constant::Evaluate( int time ) {
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idVec3 p;
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if ( !physics ) {
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return;
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}
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p = physics->GetOrigin( id ) + point * physics->GetAxis( id );
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physics->AddForce( id, p, force );
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}
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/*
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================
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idForce_Constant::RemovePhysics
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================
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*/
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void idForce_Constant::RemovePhysics( const idPhysics *phys ) {
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if ( physics == phys ) {
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physics = NULL;
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}
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}
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