179 lines
6 KiB
C++
179 lines
6 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 : LevelEdit *
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* *
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* $Archive:: /Commando/Code/wwphys/PathObject.cpp $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 2/21/01 2:33p $*
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* *
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* $Revision:: 7 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "pathobject.h"
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#include "rendobj.h"
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#include "phys.h"
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#include "hlod.h"
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#include "boxrobj.h"
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#include <stdio.h>
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//////////////////////////////////////////////////////////////////
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// Local constants
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//////////////////////////////////////////////////////////////////
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const float DEF_TURN_RADIUS = 0;
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const float DEF_SPEED = 4.0F;
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const int DEF_FLAGS = PathObjectClass::CAN_USE_EQUIPMENT | PathObjectClass::IS_VEHICLE;
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//////////////////////////////////////////////////////////////////
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// Local inlines
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//////////////////////////////////////////////////////////////////
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void Get_Collision_Box (RenderObjClass *render_obj, OBBoxClass &bounding_box);
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//////////////////////////////////////////////////////////////////
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//
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// PathObjectClass
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//
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//////////////////////////////////////////////////////////////////
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PathObjectClass::PathObjectClass (void)
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: m_TurnRadius (DEF_TURN_RADIUS),
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m_MaxSpeed (DEF_SPEED),
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m_CollisionBox (Vector3 (0, 0, 0), Vector3 (0.35F, 0.35F, 0.7F)),
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m_Flags (DEF_FLAGS),
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m_KeyRing (0)
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{
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Init_Human ();
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return ;
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}
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//////////////////////////////////////////////////////////////////
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//
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// ~PathObjectClass
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//
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//////////////////////////////////////////////////////////////////
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PathObjectClass::~PathObjectClass (void)
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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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// Initialize
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//
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//////////////////////////////////////////////////////////////////
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void
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PathObjectClass::Initialize (PhysClass &phys_obj)
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{
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RenderObjClass *render_obj = phys_obj.Peek_Model ();
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if (render_obj != NULL) {
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//
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// Lookup the render object's collision box
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//
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::Get_Collision_Box (render_obj, m_CollisionBox);
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}
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//
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// Everything except for humans rotate their collision boxes
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//
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Set_Flag (PathObjectClass::CAN_BOX_ROTATE, (phys_obj.As_HumanPhysClass () == NULL));
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//
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// By default we will assume the vehicles steering-wheels are located in the front...
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//
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if (phys_obj.As_HumanPhysClass () == NULL) {
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Set_Wheel_Offset (m_CollisionBox.Extent.X);
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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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// Init_Human
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//
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//////////////////////////////////////////////////////////////////
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void
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PathObjectClass::Init_Human (void)
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{
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m_Flags = CAN_USE_EQUIPMENT;
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m_TurnRadius = 0;
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m_WheelOffset = 0;
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// Use some default numbers for the human...
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m_CollisionBox.Center.Set (0, 0, 0);
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m_CollisionBox.Extent.Set (0.35F, 0.35F, 0.7F);
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m_CollisionBox.Basis.Make_Identity ();
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// (4.75 meters per sec is approx a 6 min mile)
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m_MaxSpeed = 4.75F;
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return ;
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}
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//////////////////////////////////////////////////////////////////
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//
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// Get_Collision_Box
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//
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//////////////////////////////////////////////////////////////////
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void
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Get_Collision_Box (RenderObjClass *render_obj, OBBoxClass &bounding_box)
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{
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if (render_obj != NULL) {
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//
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// Try to get the "WorldBox" from the model
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//
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RenderObjClass *world_box = render_obj->Get_Sub_Object_By_Name ("WorldBox");
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// If we didn't finde WorldBox, try to find the LOD named "WorldBox"
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// The LOD code generates a unique name for the mesh by appending A,B,C, etc to the name.
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// A is the lowest LOD, B is the next, and so on. Our worldbox is specified in the highest
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// LOD so we have to construct the name by appending 'A'+LodCount to the name... icky
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if ((world_box == NULL) && (render_obj->Class_ID () == RenderObjClass::CLASSID_HLOD)) {
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char namebuffer[64];
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sprintf(namebuffer,"WorldBox%c",'A' + ((HLodClass *)render_obj)->Get_Lod_Count() - 1);
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world_box = render_obj->Get_Sub_Object_By_Name (namebuffer);
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}
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if (world_box != NULL && world_box->Class_ID() == RenderObjClass::CLASSID_OBBOX) {
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bounding_box = ((OBBoxRenderObjClass *)world_box)->Get_Box ();
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}
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REF_PTR_RELEASE (world_box);
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}
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return ;
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}
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