/* ** Command & Conquer Generals Zero Hour(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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: CheckpointUpdate.cpp /////////////////////////////////////////////////////////////////////////// // Author: Mark Lorenzen, August 2002 // Desc: Opens gate when (ally near && ( ! enemy near) ) /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/PerfTimer.h" #include "Common/ThingTemplate.h" #include "Common/Xfer.h" #include "GameLogic/Module/CheckpointUpdate.h" #include "GameLogic/Object.h" #include "GameClient/Drawable.h" #include "GameLogic/AI.h" #include "GameLogic/Module/AIUpdate.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- CheckpointUpdate::CheckpointUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData ), m_allyNear(false), m_enemyNear(false), m_enemyScanDelay(0), m_maxMinorRadius(0) { m_maxMinorRadius = getObject()->getGeometryInfo().getMinorRadius(); // bias a random amount so everyone doesn't spike at once m_enemyScanDelay += GameLogicRandomValue(0, getCheckpointUpdateModuleData()->m_enemyScanDelayTime); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- CheckpointUpdate::~CheckpointUpdate( void ) { } //------------------------------------------------------------------------------------------------- /** * Look around us for enemies. */ void CheckpointUpdate::checkForAlliesAndEnemies( void ) { // periodic enemy checks if (m_enemyScanDelay == 0 || TRUE) { m_enemyScanDelay = getCheckpointUpdateModuleData()->m_enemyScanDelayTime; // Kind of weird, but we have to set the geometry extents to the max extent //before checking for nearest enemies and allies, or else the stretch reaction //to finding one will oscillate states open->closed->open... Object *obj = getObject(); GeometryInfo geom = obj->getGeometryInfo(); Real restoreSpecialRadius = geom.getMinorRadius(); geom.setMinorRadius( m_maxMinorRadius ); obj->setGeometryInfo( geom ); Object *enemy, *ally = NULL; Real visionRange = obj->getVisionRange(); enemy = TheAI->findClosestEnemy( obj, visionRange, 0 ); m_enemyNear = (enemy != NULL); ally = TheAI->findClosestAlly( obj, visionRange, 0 ); m_allyNear = (ally != NULL); // here we restore the radius so that other units can path past the open gate geom.setMinorRadius( restoreSpecialRadius ); obj->setGeometryInfo( geom ); } else { --m_enemyScanDelay; } } //------------------------------------------------------------------------------------------------- ///< Sit around until an enemy gets near. //------------------------------------------------------------------------------------------------- UpdateSleepTime CheckpointUpdate::update() { /// @todo srj use SLEEPY_UPDATE here Bool wasAnAlly = m_allyNear; Bool wasAnEnemy = m_enemyNear; checkForAlliesAndEnemies(); Bool change = ( (wasAnAlly != m_allyNear) || (wasAnEnemy != m_enemyNear) ); Bool open = ( ( ! m_enemyNear) && m_allyNear ); Object *obj = getObject(); Drawable *draw = obj->getDrawable(); if ( draw ) { if ( change ) { if ( open ) { // change the state of the art to open the door! if( draw ) { /// @todo srj -- for now, this assumes at most one door draw->clearAndSetModelConditionState( MODELCONDITION_DOOR_1_CLOSING, MODELCONDITION_DOOR_1_OPENING ); } } else //closed, then { // change the state of the art to close the door! if( draw ) { /// @todo srj -- for now, this assumes at most one door draw->clearAndSetModelConditionState( MODELCONDITION_DOOR_1_OPENING, MODELCONDITION_DOOR_1_CLOSING ); } } }// end if change GeometryInfo geom = obj->getGeometryInfo(); /// @todo ask steven about the distance covered always being zero // Real animScrubScalar = draw->getAnimationScrubScalar(); // geom.setMinorRadius( m_maxMinorRadius * animScrubScalar ); // THis method is more accidental than above, but it works for an unimportant thing like checkpoint Real radius = geom.getMinorRadius(); if ( open ) { if ( radius > 0 ) geom.setMinorRadius( radius - 0.333f ); } else //closed { if ( radius < m_maxMinorRadius ) geom.setMinorRadius( radius + 0.333f ); } obj->setGeometryInfo( geom ); } // end if draw return UPDATE_SLEEP_NONE; } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void CheckpointUpdate::crc( Xfer *xfer ) { // extend base class UpdateModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void CheckpointUpdate::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class UpdateModule::xfer( xfer ); // enemy near xfer->xferBool( &m_enemyNear ); // ally near xfer->xferBool( &m_allyNear ); // max minor radius xfer->xferReal( &m_maxMinorRadius ); // enemy scan delay xfer->xferUnsignedInt( &m_enemyScanDelay ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void CheckpointUpdate::loadPostProcess( void ) { // extend base class UpdateModule::loadPostProcess(); } // end loadPostProcess