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CnC_Renegade/Code/Combat/combatdazzle.cpp

112 lines
5.1 KiB
C++

/*
** 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;
}
}