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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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
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