112 lines
5.1 KiB
C++
112 lines
5.1 KiB
C++
/*
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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 : Renegade *
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* *
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* $Archive:: /Commando/Code/Combat/combatdazzle.cpp $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 6/15/01 9:09a $*
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* *
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* $Revision:: 2 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* CombatDazzleClass::Compute_Dazzle_Visibility -- Computes visibility of a dazzle object in *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "combatdazzle.h"
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#include "rinfo.h"
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#include "camera.h"
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#include "pscene.h"
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#include "physcoltest.h"
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#include "phys.h"
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#include "combat.h"
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#include "soldier.h"
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CombatDazzleClass _TheCombatDazzleHandler;
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/***********************************************************************************************
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* CombatDazzleClass::Compute_Dazzle_Visibility -- Computes visibility of a dazzle object in t *
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* *
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* This dazzle visibility handler is used for the background and game scene in renegade. *
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* *
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* INPUT: *
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* *
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* OUTPUT: *
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* *
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* WARNINGS: *
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* *
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* HISTORY: *
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* 6/13/2001 gth : Created. *
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*=============================================================================================*/
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float CombatDazzleClass::Compute_Dazzle_Visibility
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(
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RenderInfoClass & rinfo,
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DazzleRenderObjClass * obj,
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const Vector3 & point
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) const
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{
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/*
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** If we are in first-person mode, don't collide against the star
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*/
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bool ignore_player = CombatManager::Is_First_Person();
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if (ignore_player) {
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if (COMBAT_STAR != NULL) {
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COMBAT_STAR->Peek_Physical_Object()->Inc_Ignore_Counter();
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}
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}
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/*
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** Cast a ray from the camera to the dazzle position
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*/
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CastResultStruct res;
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LineSegClass ray(rinfo.Camera.Get_Position(),point);
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PhysRayCollisionTestClass raytest(ray,&res,0,COLLISION_TYPE_PROJECTILE);
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PhysicsSceneClass * scene = PhysicsSceneClass::Get_Instance();
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if (scene != NULL) {
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scene->Cast_Ray(raytest);
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}
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/*
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** Done
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*/
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if (ignore_player) {
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if (COMBAT_STAR != NULL) {
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COMBAT_STAR->Peek_Physical_Object()->Dec_Ignore_Counter();
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}
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}
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if (res.Fraction == 1.0f) {
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return 1.0f;
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} else {
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return 0.0f;
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}
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}
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