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CnC_Renegade/Code/wwphys/PathObject.cpp

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : LevelEdit *
* *
* $Archive:: /Commando/Code/wwphys/PathObject.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 2/21/01 2:33p $*
* *
* $Revision:: 7 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "pathobject.h"
#include "rendobj.h"
#include "phys.h"
#include "hlod.h"
#include "boxrobj.h"
#include <stdio.h>
//////////////////////////////////////////////////////////////////
// Local constants
//////////////////////////////////////////////////////////////////
const float DEF_TURN_RADIUS = 0;
const float DEF_SPEED = 4.0F;
const int DEF_FLAGS = PathObjectClass::CAN_USE_EQUIPMENT | PathObjectClass::IS_VEHICLE;
//////////////////////////////////////////////////////////////////
// Local inlines
//////////////////////////////////////////////////////////////////
void Get_Collision_Box (RenderObjClass *render_obj, OBBoxClass &bounding_box);
//////////////////////////////////////////////////////////////////
//
// PathObjectClass
//
//////////////////////////////////////////////////////////////////
PathObjectClass::PathObjectClass (void)
: m_TurnRadius (DEF_TURN_RADIUS),
m_MaxSpeed (DEF_SPEED),
m_CollisionBox (Vector3 (0, 0, 0), Vector3 (0.35F, 0.35F, 0.7F)),
m_Flags (DEF_FLAGS),
m_KeyRing (0)
{
Init_Human ();
return ;
}
//////////////////////////////////////////////////////////////////
//
// ~PathObjectClass
//
//////////////////////////////////////////////////////////////////
PathObjectClass::~PathObjectClass (void)
{
return ;
}
//////////////////////////////////////////////////////////////////
//
// Initialize
//
//////////////////////////////////////////////////////////////////
void
PathObjectClass::Initialize (PhysClass &phys_obj)
{
RenderObjClass *render_obj = phys_obj.Peek_Model ();
if (render_obj != NULL) {
//
// Lookup the render object's collision box
//
::Get_Collision_Box (render_obj, m_CollisionBox);
}
//
// Everything except for humans rotate their collision boxes
//
Set_Flag (PathObjectClass::CAN_BOX_ROTATE, (phys_obj.As_HumanPhysClass () == NULL));
//
// By default we will assume the vehicles steering-wheels are located in the front...
//
if (phys_obj.As_HumanPhysClass () == NULL) {
Set_Wheel_Offset (m_CollisionBox.Extent.X);
}
return ;
}
//////////////////////////////////////////////////////////////////
//
// Init_Human
//
//////////////////////////////////////////////////////////////////
void
PathObjectClass::Init_Human (void)
{
m_Flags = CAN_USE_EQUIPMENT;
m_TurnRadius = 0;
m_WheelOffset = 0;
// Use some default numbers for the human...
m_CollisionBox.Center.Set (0, 0, 0);
m_CollisionBox.Extent.Set (0.35F, 0.35F, 0.7F);
m_CollisionBox.Basis.Make_Identity ();
// (4.75 meters per sec is approx a 6 min mile)
m_MaxSpeed = 4.75F;
return ;
}
//////////////////////////////////////////////////////////////////
//
// Get_Collision_Box
//
//////////////////////////////////////////////////////////////////
void
Get_Collision_Box (RenderObjClass *render_obj, OBBoxClass &bounding_box)
{
if (render_obj != NULL) {
//
// Try to get the "WorldBox" from the model
//
RenderObjClass *world_box = render_obj->Get_Sub_Object_By_Name ("WorldBox");
// If we didn't finde WorldBox, try to find the LOD named "WorldBox"
// The LOD code generates a unique name for the mesh by appending A,B,C, etc to the name.
// A is the lowest LOD, B is the next, and so on. Our worldbox is specified in the highest
// LOD so we have to construct the name by appending 'A'+LodCount to the name... icky
if ((world_box == NULL) && (render_obj->Class_ID () == RenderObjClass::CLASSID_HLOD)) {
char namebuffer[64];
sprintf(namebuffer,"WorldBox%c",'A' + ((HLodClass *)render_obj)->Get_Lod_Count() - 1);
world_box = render_obj->Get_Sub_Object_By_Name (namebuffer);
}
if (world_box != NULL && world_box->Class_ID() == RenderObjClass::CLASSID_OBBOX) {
bounding_box = ((OBBoxRenderObjClass *)world_box)->Get_Box ();
}
REF_PTR_RELEASE (world_box);
}
return ;
}