/*
**	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 : 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();
		}
	}
}