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- /*
- ** Command & Conquer Generals(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) 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
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