/* ** 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 . */ /*********************************************************************************************** *** 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 : WWPhys * * * * $Archive:: /Commando/Code/wwphys/ridermanager.cpp $* * * * Original Author:: Greg Hjelstrom * * * * $Author:: Greg_h $* * * * $Modtime:: 9/09/01 2:53p $* * * * $Revision:: 4 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "ridermanager.h" #include "phys.h" RiderManagerClass::RiderManagerClass(void) { } RiderManagerClass::~RiderManagerClass(void) { // Tell all riders to unlink from us. (they're also going to call back to Unlink_Rider // but we'll just handle that since it makes the interfaces simpler) while (RiderList.Peek_Head()) { PhysClass * obj = RiderList.Remove_Head(); obj->Link_To_Carrier(NULL); } } void RiderManagerClass::Link_Rider(PhysClass * obj) { WWASSERT(!RiderList.Contains(obj)); RiderList.Add(obj); } void RiderManagerClass::Unlink_Rider(PhysClass * obj) { RiderList.Remove(obj); } bool RiderManagerClass::Contains(PhysClass * obj) { return RiderList.Contains(obj); } void RiderManagerClass::Move_Riders(const Matrix3D & delta,RenderObjClass * carrier_sub_obj) { // for now, only handling translation Vector3 move; delta.Get_Translation(&move); // make all riders which are riding on this subobject ignore each other since they are // going to move together NonRefPhysListIterator it(&RiderList); for (it.First(); !it.Is_Done(); it.Next()) { PhysClass * physobj = it.Peek_Obj(); if ((carrier_sub_obj == NULL) || (physobj->Peek_Carrier_Sub_Object() == carrier_sub_obj)) { it.Peek_Obj()->Inc_Ignore_Counter(); } } // move all of the riders (again, moving only the ones on the specified sub-object) for (it.First(); !it.Is_Done(); it.Next()) { PhysClass * physobj = it.Peek_Obj(); if ((carrier_sub_obj == NULL) || (physobj->Peek_Carrier_Sub_Object() == carrier_sub_obj)) { it.Peek_Obj()->Push(move); } } // clear all of the riders ignore bits for (it.First(); !it.Is_Done(); it.Next()) { PhysClass * physobj = it.Peek_Obj(); if ((carrier_sub_obj == NULL) || (physobj->Peek_Carrier_Sub_Object() == carrier_sub_obj)) { it.Peek_Obj()->Dec_Ignore_Counter(); } } }