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CnC_Renegade/Code/wwphys/ridermanager.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 : 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();
}
}
}