221 lines
6.9 KiB
C++
221 lines
6.9 KiB
C++
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program 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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**
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** This program 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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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : combat *
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* *
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* $Archive:: /Commando/Code/Combat/unitcoordinationzonemgr.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 11/15/01 3:55p $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "unitcoordinationzonemgr.h"
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#include "transition.h"
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#include "obbox.h"
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#include "aabox.h"
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#include "combat.h"
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#include "pscene.h"
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#include "staticanimphys.h"
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#include "elevator.h"
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//////////////////////////////////////////////////////////////////////
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// Static member initialization
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//////////////////////////////////////////////////////////////////////
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DynamicVectorClass<AABoxClass> UnitCoordinationZoneMgr::ZoneList;
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//////////////////////////////////////////////////////////////////////
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//
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// Build_Zones
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//
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//////////////////////////////////////////////////////////////////////
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void
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UnitCoordinationZoneMgr::Build_Zones (void)
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{
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Reset ();
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//
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// Build the zone lists for both ladder and elevators
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//
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Detect_Ladder_Zones ();
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Detect_Elevator_Zones ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Reset
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//
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//////////////////////////////////////////////////////////////////////
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void
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UnitCoordinationZoneMgr::Reset (void)
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{
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ZoneList.Delete_All ();
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Detect_Ladder_Zones
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//
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//////////////////////////////////////////////////////////////////////
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void
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UnitCoordinationZoneMgr::Detect_Ladder_Zones (void)
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{
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//
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// Build the list of transitions
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//
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DynamicVectorClass<TransitionInstanceClass *> transition_list;
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TransitionManager::Build_Ladder_List (transition_list);
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//
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// Now, add a zone around the entrance and exit for each transition
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//
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for (int index = 0; index < transition_list.Count (); index ++) {
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TransitionInstanceClass *transition = transition_list[index];
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//
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// Convert the obbox to an aabox
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//
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const OBBoxClass &zone_box = transition->Get_Zone ();
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AABoxClass zone_box_as_aabox;
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zone_box_as_aabox.Center = zone_box.Center;
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zone_box.Compute_Axis_Aligned_Extent (&zone_box_as_aabox.Extent);
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//
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// Start a new zone centered about the ending transform for the ladder and
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// including the trigger zone
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//
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AABoxClass new_zone;
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new_zone.Center.Set (transition->Get_Ending_TM ().Get_Translation ());
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new_zone.Add_Box (zone_box_as_aabox);
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//
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// Add this zone to our list
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//
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ZoneList.Add (new_zone);
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Detect_Elevator_Zones
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//
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//////////////////////////////////////////////////////////////////////
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void
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UnitCoordinationZoneMgr::Detect_Elevator_Zones (void)
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{
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RefPhysListIterator iterator = COMBAT_SCENE->Get_Static_Anim_Object_Iterator ();
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//
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// Loop over all the static anim objects in the world
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//
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for (iterator.First (); iterator.Is_Done () == false; iterator.Next ()) {
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StaticAnimPhysClass *phys_obj = (StaticAnimPhysClass *)iterator.Peek_Obj ();
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if (phys_obj != NULL && phys_obj->As_ElevatorPhysClass () != NULL) {
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//
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// Dig out the definition for this elevator
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//
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ElevatorPhysClass *elevator = phys_obj->As_ElevatorPhysClass ();
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const ElevatorPhysDefClass *definition = elevator->Get_ElevatorPhysDef ();
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//
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// Add a coordination zone for each of our trigger zones
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//
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for (int index = 0; index < ZONE_MAX; index ++) {
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const OBBoxClass &obj_space_zone = definition->Get_Zone ((ELEVATOR_ZONE)index);
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OBBoxClass world_space_zone;
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OBBoxClass::Transform (elevator->Get_Transform (), obj_space_zone, &world_space_zone);
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//
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// Convert the obbox to an aabox
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//
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AABoxClass zone_box_as_aabox;
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zone_box_as_aabox.Center = world_space_zone.Center;
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world_space_zone.Compute_Axis_Aligned_Extent (&zone_box_as_aabox.Extent);
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//
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// Add this box to our list
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//
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ZoneList.Add (zone_box_as_aabox);
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}
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}
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}
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return ;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Is_Unit_In_Zone
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//
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//////////////////////////////////////////////////////////////////////
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bool
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UnitCoordinationZoneMgr::Is_Unit_In_Zone (const Vector3 &pos)
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{
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bool retval = false;
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//
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// Simply check each zone to see if the point lies inside the box
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//
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for (int index = 0; !retval && index < ZoneList.Count (); index ++) {
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retval = ZoneList[index].Contains (pos);
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}
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return retval;
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}
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//////////////////////////////////////////////////////////////////////
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//
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// Display_Debug_Boxes
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//
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//////////////////////////////////////////////////////////////////////
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void
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UnitCoordinationZoneMgr::Display_Debug_Boxes (void)
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{
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//
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// Pretty simple, just add a debug box for each zone
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//
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for (int index = 0; index < ZoneList.Count (); index ++) {
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PhysicsSceneClass::Get_Instance ()->Add_Debug_AABox (ZoneList[index], Vector3 (1.0F, 0.0F, 0.25F));
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}
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return ;
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}
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