/*
**	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 : Renegade                                                     *
 *                                                                                             *
 *                     $Archive:: /Commando/Code/Combat/combatdazzle.cpp                      $*
 *                                                                                             *
 *              Original Author:: Greg Hjelstrom                                               *
 *                                                                                             *
 *                      $Author:: Greg_h                                                      $*
 *                                                                                             *
 *                     $Modtime:: 6/15/01 9:09a                                               $*
 *                                                                                             *
 *                    $Revision:: 2                                                           $*
 *                                                                                             *
 *---------------------------------------------------------------------------------------------*
 * Functions:                                                                                  *
 *   CombatDazzleClass::Compute_Dazzle_Visibility -- Computes visibility of a dazzle object in *
 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */

#include "combatdazzle.h"
#include "rinfo.h"
#include "camera.h"
#include "pscene.h"
#include "physcoltest.h"
#include "phys.h"
#include "combat.h"
#include "soldier.h"


CombatDazzleClass _TheCombatDazzleHandler;


/***********************************************************************************************
 * CombatDazzleClass::Compute_Dazzle_Visibility -- Computes visibility of a dazzle object in t *
 *                                                                                             *
 *    This dazzle visibility handler is used for the background and game scene in renegade.    *
 *                                                                                             *
 * INPUT:                                                                                      *
 *                                                                                             *
 * OUTPUT:                                                                                     *
 *                                                                                             *
 * WARNINGS:                                                                                   *
 *                                                                                             *
 * HISTORY:                                                                                    *
 *   6/13/2001  gth : Created.                                                                 *
 *=============================================================================================*/
float CombatDazzleClass::Compute_Dazzle_Visibility
(
	RenderInfoClass & rinfo,
	DazzleRenderObjClass * obj,	
	const Vector3 & point
) const
{
	/*
	** If we are in first-person mode, don't collide against the star
	*/
	bool ignore_player = CombatManager::Is_First_Person();
	if (ignore_player) {
		if (COMBAT_STAR != NULL) {
			COMBAT_STAR->Peek_Physical_Object()->Inc_Ignore_Counter();
		}
	}
	
	/*
	** Cast a ray from the camera to the dazzle position
	*/
	CastResultStruct res;
	LineSegClass ray(rinfo.Camera.Get_Position(),point);
	PhysRayCollisionTestClass raytest(ray,&res,0,COLLISION_TYPE_PROJECTILE);

	PhysicsSceneClass * scene = PhysicsSceneClass::Get_Instance();
	if (scene != NULL) {
		scene->Cast_Ray(raytest);
	}

	/*
	** Done
	*/
	if (ignore_player) {
		if (COMBAT_STAR != NULL) {
			COMBAT_STAR->Peek_Physical_Object()->Dec_Ignore_Counter();
		}
	}

	if (res.Fraction == 1.0f) {
		return 1.0f;
	} else {
		return 0.0f;
	}
}