/* ** 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: EnemyNearUpdate.cpp /////////////////////////////////////////////////////////////////////////// // Author: Matthew D. Campbell, December 2002 // Desc: Reacts when an enemy is within range /////////////////////////////////////////////////////////////////////////////////////////////////// // 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 "GameClient/Drawable.h" #include "GameLogic/Module/EnemyNearUpdate.h" #include "GameLogic/Object.h" #include "GameLogic/AI.h" #include "GameLogic/Module/AIUpdate.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- EnemyNearUpdate::EnemyNearUpdate( Thing *thing, const ModuleData* moduleData ) : UpdateModule( thing, moduleData ), m_enemyNear(false), m_enemyScanDelay(0) { // bias a random amount so everyone doesn't spike at once m_enemyScanDelay += GameLogicRandomValue(0, getEnemyNearUpdateModuleData()->m_enemyScanDelayTime); } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- EnemyNearUpdate::~EnemyNearUpdate( void ) { } //------------------------------------------------------------------------------------------------- /** * Look around us for enemies. */ void EnemyNearUpdate::checkForEnemies( void ) { // periodic enemy checks if (m_enemyScanDelay == 0) { m_enemyScanDelay = getEnemyNearUpdateModuleData()->m_enemyScanDelayTime; Real visionRange = getObject()->getVisionRange(); Object* enemy = TheAI->findClosestEnemy( getObject(), visionRange, AI::CAN_SEE ); m_enemyNear = (enemy != NULL); } else { --m_enemyScanDelay; } } //------------------------------------------------------------------------------------------------- ///< Sit around until an enemy gets near. //------------------------------------------------------------------------------------------------- UpdateSleepTime EnemyNearUpdate::update() { /// @todo srj use SLEEPY_UPDATE here Bool enemyWasNear = m_enemyNear; checkForEnemies(); if (m_enemyNear && !enemyWasNear) { // change the state of the art to an "enemy near" state Drawable *draw = getObject()->getDrawable(); if( draw ) draw->setModelConditionState( MODELCONDITION_ENEMYNEAR ); } else if (!m_enemyNear && enemyWasNear) { // change the state of the art to an idle state Drawable *draw = getObject()->getDrawable(); if( draw ) draw->clearModelConditionState( MODELCONDITION_ENEMYNEAR ); } return UPDATE_SLEEP_NONE; } // ------------------------------------------------------------------------------------------------ /** CRC */ // ------------------------------------------------------------------------------------------------ void EnemyNearUpdate::crc( Xfer *xfer ) { // extend base class UpdateModule::crc( xfer ); } // end crc // ------------------------------------------------------------------------------------------------ /** Xfer method * Version Info: * 1: Initial version */ // ------------------------------------------------------------------------------------------------ void EnemyNearUpdate::xfer( Xfer *xfer ) { // version XferVersion currentVersion = 1; XferVersion version = currentVersion; xfer->xferVersion( &version, currentVersion ); // extend base class UpdateModule::xfer( xfer ); // enemy scan delay xfer->xferUnsignedInt( &m_enemyScanDelay ); // enemy near xfer->xferBool( &m_enemyNear ); } // end xfer // ------------------------------------------------------------------------------------------------ /** Load post process */ // ------------------------------------------------------------------------------------------------ void EnemyNearUpdate::loadPostProcess( void ) { // extend base class UpdateModule::loadPostProcess(); } // end loadPostProcess