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CnC_Renegade/Code/Combat/unitcoordinationzonemgr.cpp

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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 : combat *
* *
* $Archive:: /Commando/Code/Combat/unitcoordinationzonemgr.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 11/15/01 3:55p $*
* *
* $Revision:: 2 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "unitcoordinationzonemgr.h"
#include "transition.h"
#include "obbox.h"
#include "aabox.h"
#include "combat.h"
#include "pscene.h"
#include "staticanimphys.h"
#include "elevator.h"
//////////////////////////////////////////////////////////////////////
// Static member initialization
//////////////////////////////////////////////////////////////////////
DynamicVectorClass<AABoxClass> UnitCoordinationZoneMgr::ZoneList;
//////////////////////////////////////////////////////////////////////
//
// Build_Zones
//
//////////////////////////////////////////////////////////////////////
void
UnitCoordinationZoneMgr::Build_Zones (void)
{
Reset ();
//
// Build the zone lists for both ladder and elevators
//
Detect_Ladder_Zones ();
Detect_Elevator_Zones ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Reset
//
//////////////////////////////////////////////////////////////////////
void
UnitCoordinationZoneMgr::Reset (void)
{
ZoneList.Delete_All ();
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Detect_Ladder_Zones
//
//////////////////////////////////////////////////////////////////////
void
UnitCoordinationZoneMgr::Detect_Ladder_Zones (void)
{
//
// Build the list of transitions
//
DynamicVectorClass<TransitionInstanceClass *> transition_list;
TransitionManager::Build_Ladder_List (transition_list);
//
// Now, add a zone around the entrance and exit for each transition
//
for (int index = 0; index < transition_list.Count (); index ++) {
TransitionInstanceClass *transition = transition_list[index];
//
// Convert the obbox to an aabox
//
const OBBoxClass &zone_box = transition->Get_Zone ();
AABoxClass zone_box_as_aabox;
zone_box_as_aabox.Center = zone_box.Center;
zone_box.Compute_Axis_Aligned_Extent (&zone_box_as_aabox.Extent);
//
// Start a new zone centered about the ending transform for the ladder and
// including the trigger zone
//
AABoxClass new_zone;
new_zone.Center.Set (transition->Get_Ending_TM ().Get_Translation ());
new_zone.Add_Box (zone_box_as_aabox);
//
// Add this zone to our list
//
ZoneList.Add (new_zone);
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Detect_Elevator_Zones
//
//////////////////////////////////////////////////////////////////////
void
UnitCoordinationZoneMgr::Detect_Elevator_Zones (void)
{
RefPhysListIterator iterator = COMBAT_SCENE->Get_Static_Anim_Object_Iterator ();
//
// Loop over all the static anim objects in the world
//
for (iterator.First (); iterator.Is_Done () == false; iterator.Next ()) {
StaticAnimPhysClass *phys_obj = (StaticAnimPhysClass *)iterator.Peek_Obj ();
if (phys_obj != NULL && phys_obj->As_ElevatorPhysClass () != NULL) {
//
// Dig out the definition for this elevator
//
ElevatorPhysClass *elevator = phys_obj->As_ElevatorPhysClass ();
const ElevatorPhysDefClass *definition = elevator->Get_ElevatorPhysDef ();
//
// Add a coordination zone for each of our trigger zones
//
for (int index = 0; index < ZONE_MAX; index ++) {
const OBBoxClass &obj_space_zone = definition->Get_Zone ((ELEVATOR_ZONE)index);
OBBoxClass world_space_zone;
OBBoxClass::Transform (elevator->Get_Transform (), obj_space_zone, &world_space_zone);
//
// Convert the obbox to an aabox
//
AABoxClass zone_box_as_aabox;
zone_box_as_aabox.Center = world_space_zone.Center;
world_space_zone.Compute_Axis_Aligned_Extent (&zone_box_as_aabox.Extent);
//
// Add this box to our list
//
ZoneList.Add (zone_box_as_aabox);
}
}
}
return ;
}
//////////////////////////////////////////////////////////////////////
//
// Is_Unit_In_Zone
//
//////////////////////////////////////////////////////////////////////
bool
UnitCoordinationZoneMgr::Is_Unit_In_Zone (const Vector3 &pos)
{
bool retval = false;
//
// Simply check each zone to see if the point lies inside the box
//
for (int index = 0; !retval && index < ZoneList.Count (); index ++) {
retval = ZoneList[index].Contains (pos);
}
return retval;
}
//////////////////////////////////////////////////////////////////////
//
// Display_Debug_Boxes
//
//////////////////////////////////////////////////////////////////////
void
UnitCoordinationZoneMgr::Display_Debug_Boxes (void)
{
//
// Pretty simple, just add a debug box for each zone
//
for (int index = 0; index < ZoneList.Count (); index ++) {
PhysicsSceneClass::Get_Instance ()->Add_Debug_AABox (ZoneList[index], Vector3 (1.0F, 0.0F, 0.25F));
}
return ;
}