1063 lines
27 KiB
C++
1063 lines
27 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/smartgameobj.cpp $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 1/05/02 4:00p $*
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* *
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* $Revision:: 246 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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/*
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** Includes
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*/
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#include "smartgameobj.h"
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#include "gameobjmanager.h"
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#include "weapons.h"
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#include "bittype.h"
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#include "combat.h"
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#include "movephys.h"
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#include "damage.h"
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#include "wwpacket.h"
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#include "assets.h"
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#include "debug.h"
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#include "scripts.h"
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#include "pscene.h"
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#include "physcoltest.h"
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#include "chunkio.h"
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#include "weaponbag.h"
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#include "matinfo.h"
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#include "vehicle.h"
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#include "ccamera.h"
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#include "soldier.h"
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#include "parameter.h"
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#include "crandom.h"
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#include "playertype.h"
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#include "wwaudio.h"
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#include "logicallistener.h"
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#include "combatsound.h"
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#include "logicalsound.h"
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#include "wwprofile.h"
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#include "playerdata.h"
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#include "persistfactory.h"
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#include "persistfactory.h"
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#include "diaglog.h"
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#include "clientcontrol.h"
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#include "stealtheffect.h"
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#include "hud.h"
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const float STEALTH_FIRING_TIME = 5.0f; // amount of time an object stays un-stealthed after firing
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/*
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** SmartGameObjDef
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*/
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SmartGameObjDef::SmartGameObjDef( void ) :
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SightRange( 0 ),
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SightArc( DEG_TO_RADF( 0 ) ),
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ListenerScale( 1 )
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{
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EDITABLE_PARAM( SmartGameObjDef, ParameterClass::TYPE_FLOAT, SightRange );
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EDITABLE_PARAM( SmartGameObjDef, ParameterClass::TYPE_ANGLE, SightArc );
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EDITABLE_PARAM( SmartGameObjDef, ParameterClass::TYPE_FLOAT, ListenerScale );
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EDITABLE_PARAM( SmartGameObjDef, ParameterClass::TYPE_BOOL, IsStealthUnit );
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}
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enum {
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XXX_CHUNKID_DEF_PHYSICALGAMEOBJ_PARENT = 909991656,
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CHUNKID_DEF_VARIABLES,
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CHUNKID_DEF_ARMEDGAMEOBJ_PARENT,
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MICROCHUNKID_DEF_SIGHT_RANGE = 9,
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MICROCHUNKID_DEF_SIGHT_ARC,
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MICROCHUNKID_DEF_LISTENER_SCALE = 17,
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LEGACY_MICROCHUNKID_DEF_INFO_ICON_TEXTURE_FILENAME,
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MICROCHUNKID_DEF_IS_STEALTH_UNIT,
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};
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bool SmartGameObjDef::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_DEF_ARMEDGAMEOBJ_PARENT );
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ArmedGameObjDef::Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_DEF_VARIABLES );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_SIGHT_RANGE, SightRange );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_SIGHT_ARC, SightArc );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_LISTENER_SCALE, ListenerScale );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_DEF_IS_STEALTH_UNIT, IsStealthUnit );
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csave.End_Chunk();
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return true;
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}
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bool SmartGameObjDef::Load( ChunkLoadClass &cload )
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{
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case CHUNKID_DEF_ARMEDGAMEOBJ_PARENT:
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ArmedGameObjDef::Load( cload );
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break;
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case CHUNKID_DEF_VARIABLES:
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_SIGHT_RANGE, SightRange );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_SIGHT_ARC, SightArc );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_LISTENER_SCALE, ListenerScale );
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READ_MICRO_CHUNK_WWSTRING( cload, LEGACY_MICROCHUNKID_DEF_INFO_ICON_TEXTURE_FILENAME, InfoIconTextureFilename );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_DEF_IS_STEALTH_UNIT, IsStealthUnit );
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default:
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Debug_Say(( "Unrecognized SmartDef Variable chunkID %d\n", cload.Cur_Micro_Chunk_ID() ));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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break;
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default:
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Debug_Say(( "Unrecognized SmartDef chunkID\n" ));
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break;
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}
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cload.Close_Chunk();
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}
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return true;
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}
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float SmartGameObj::GlobalSightRangeScale = 1.0f;
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/*
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** SmartGameObj
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*/
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SmartGameObj::SmartGameObj( void ) :
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Action( this ),
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ControlOwner( SERVER_CONTROL_OWNER ),
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ControlEnabled( true ),
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IsEnemySeenEnabled( false ),
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MovingSoundTimer( 0 ),
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PlayerData( NULL ),
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StealthEnabled( false ),
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StealthPowerupTimer( 0.0f ),
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StealthFiringTimer( 0.0f ),
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StealthEffect( NULL )
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{
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GameObjManager::Add_Smart( this );
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Listener = WWAudioClass::Get_Instance()->Create_Logical_Listener();
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SET_REF_OWNER( Listener );
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Listener->Register_Callback( AudioCallbackClass::EVENT_LOGICAL_HEARD, this );
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}
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SmartGameObj::~SmartGameObj( void )
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{
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GameObjManager::Remove_Smart( this );
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Listener->Remove_From_Scene();
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Listener->Release_Ref();
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REF_PTR_RELEASE(StealthEffect);
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}
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/*
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**
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*/
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void SmartGameObj::Init( const SmartGameObjDef & definition )
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{
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ArmedGameObj::Init( definition );
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Copy_Settings( definition );
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return ;
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}
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/*
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**
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*/
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void SmartGameObj::Copy_Settings( const SmartGameObjDef & definition )
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{
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WWASSERT( Peek_Physical_Object() );
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MoveablePhysClass * moveable = Peek_Physical_Object()->As_MoveablePhysClass();
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if (moveable != NULL) {
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Peek_Physical_Object()->As_MoveablePhysClass()->Set_Controller( &Controller );
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}
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Register_Listener();
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if (definition.IsStealthUnit) {
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Enable_Stealth(true);
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}
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return ;
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}
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/*
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**
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*/
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void SmartGameObj::Re_Init( const SmartGameObjDef & definition )
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{
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ArmedGameObj::Re_Init( definition );
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//
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// Remove the listener from the scene
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//
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if ( Listener != NULL ) {
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Listener->Remove_From_Scene();
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}
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//
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// Free the stealth effect as necessary
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//
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if (StealthEffect != NULL) {
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REF_PTR_RELEASE (StealthEffect);
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StealthEnabled = false;
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StealthPowerupTimer = 0.0F;
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StealthFiringTimer = 0.0F;
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}
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//
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// Copy any internal settings from the definition
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//
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Copy_Settings( definition );
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return ;
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}
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const SmartGameObjDef & SmartGameObj::Get_Definition( void ) const
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{
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return (const SmartGameObjDef &)BaseGameObj::Get_Definition();
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}
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/*
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** SmartGameObj Save and Load
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*/
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enum {
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OLD_CHUNKID_PHYSICALGAMEOBJ_PARENT = 910991113,
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CHUNKID_VARIABLES,
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CHUNKID_CONTROL,
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CHUNKID_CONTROLLER,
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CHUNKID_ACTION,
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XXXCHUNKID_WEAPONBAG,
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CHUNKID_ARMEDGAMEOBJ_PARENT,
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XXXCHUNKID_PLAYER_DATA,
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CHUNKID_STEALTH_EFFECT,
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MICROCHUNKID_CONTROL_ENABLED = 1,
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XXXMICROCHUNKID_WEAPON_TILT,
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XXXMICROCHUNKID_WEAPON_TURN,
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MICROCHUNKID_CONTROL_OWNER,
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XXX_MICROCHUNKID_IS_GHOST,
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MICROCHUNKID_IMPORT_STATE_COUNT,
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MICROCHUNKID_TINT_COLOR,
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MICROCHUNKID_CONTROLLER_PTR,
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MICROCHUNKID_IS_ENEMY_SEEN_ENABLED,
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XXXMICROCHUNKID_TARGETING_POS,
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MICROCHUNKID_MOVING_SOUND_TIMER,
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MICROCHUNKID_PLAYER_DATA,
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MICROCHUNKID_STEALTH_ENABLED,
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MICROCHUNKID_STEALTH_POWERUP_TIMER,
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MICROCHUNKID_STEALTH_FIRING_TIMER,
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};
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bool SmartGameObj::Save( ChunkSaveClass & csave )
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{
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csave.Begin_Chunk( CHUNKID_ARMEDGAMEOBJ_PARENT );
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ArmedGameObj::Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_VARIABLES );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_CONTROL_ENABLED, ControlEnabled );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_CONTROL_OWNER, ControlOwner );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_IS_ENEMY_SEEN_ENABLED, IsEnemySeenEnabled );
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void * ptr = &Controller;
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_CONTROLLER_PTR, ptr );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_MOVING_SOUND_TIMER, MovingSoundTimer );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_PLAYER_DATA, PlayerData );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STEALTH_ENABLED, StealthEnabled );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STEALTH_POWERUP_TIMER, StealthPowerupTimer );
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WRITE_MICRO_CHUNK( csave, MICROCHUNKID_STEALTH_FIRING_TIMER, StealthFiringTimer );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_CONTROL );
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Control.Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_CONTROLLER );
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Controller.Save( csave );
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csave.End_Chunk();
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csave.Begin_Chunk( CHUNKID_ACTION );
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Action.Save( csave );
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csave.End_Chunk();
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if (StealthEffect != NULL) {
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csave.Begin_Chunk(CHUNKID_STEALTH_EFFECT);
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StealthEffect->Save(csave);
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csave.End_Chunk();
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}
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// Don't need to save Listener
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return true;
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}
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bool SmartGameObj::Load( ChunkLoadClass &cload )
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{
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WWASSERT( PlayerData == NULL );
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int new_control_owner = 0;
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while (cload.Open_Chunk()) {
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switch(cload.Cur_Chunk_ID()) {
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case OLD_CHUNKID_PHYSICALGAMEOBJ_PARENT:
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Debug_Say(( "Loading old SmartGameObj format\n" ));
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PhysicalGameObj::Load( cload );
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break;
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case CHUNKID_ARMEDGAMEOBJ_PARENT:
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ArmedGameObj::Load( cload );
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break;
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case CHUNKID_VARIABLES:
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void * old_controller_ptr;
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old_controller_ptr = NULL;
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while (cload.Open_Micro_Chunk()) {
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switch(cload.Cur_Micro_Chunk_ID()) {
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READ_MICRO_CHUNK( cload, MICROCHUNKID_CONTROL_ENABLED, ControlEnabled );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_CONTROL_OWNER, new_control_owner );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_IS_ENEMY_SEEN_ENABLED, IsEnemySeenEnabled );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_CONTROLLER_PTR, old_controller_ptr );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_MOVING_SOUND_TIMER, MovingSoundTimer );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_PLAYER_DATA, PlayerData );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_STEALTH_ENABLED, StealthEnabled );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_STEALTH_POWERUP_TIMER, StealthPowerupTimer );
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READ_MICRO_CHUNK( cload, MICROCHUNKID_STEALTH_FIRING_TIMER, StealthFiringTimer );
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default:
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Debug_Say(( "Unrecognized SmartGameObj Variable chunkID\n" ));
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break;
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}
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cload.Close_Micro_Chunk();
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}
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if ( old_controller_ptr ) {
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SaveLoadSystemClass::Register_Pointer(old_controller_ptr, &Controller);
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}
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break;
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case CHUNKID_CONTROL:
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Control.Load( cload );
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break;
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case CHUNKID_CONTROLLER:
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Controller.Load( cload );
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break;
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case CHUNKID_ACTION:
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Action.Load( cload );
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break;
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case CHUNKID_STEALTH_EFFECT:
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Alloc_Stealth_Effect();
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StealthEffect->Load(cload);
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break;
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default:
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Debug_Say(( "Unrecognized SoldierGameObj chunkID\n" ));
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break;
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}
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cload.Close_Chunk();
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}
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if ( PlayerData != NULL ) {
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REQUEST_POINTER_REMAP ((void **)&PlayerData);
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}
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Set_Control_Owner( new_control_owner ); // Be sure soldier virtual function calls
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SaveLoadSystemClass::Register_Post_Load_Callback(this);
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return true;
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}
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void SmartGameObj::On_Post_Load(void)
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{
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ArmedGameObj::On_Post_Load();
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if ( StealthEffect != NULL ) {
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Peek_Physical_Object()->Add_Effect_To_Me(StealthEffect);
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}
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Register_Listener();
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if ( PlayerData ) {
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Set_Player_Data( PlayerData ); // make sure we re map each other
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}
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}
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void SmartGameObj::Set_Player_Data( PlayerDataClass * player_data )
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{
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if ( PlayerData ) {
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PlayerData->Set_GameObj( NULL );
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}
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PlayerData = player_data;
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if ( PlayerData ) {
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PlayerData->Set_GameObj( this );
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}
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}
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//-----------------------------------------------------------------------------
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void SmartGameObj::Import_Frequent(BitStreamClass & packet)
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{
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WWASSERT(CombatManager::I_Am_Only_Client());
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/*TSS091301
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//
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// Update the player data structure from the server
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//
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if (PlayerData != NULL) {
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PlayerData->Import_Frequent( packet );
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}
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*/
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//
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// Import all data from the base classes
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//
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ArmedGameObj::Import_Frequent(packet);
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//
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// Don't import the controller if the player is controlling
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// this object
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//
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if (Is_Controlled_By_Me()) {
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packet.Flush();
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} else {
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Import_Control_Sc(packet);
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}
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WWASSERT(packet.Is_Flushed());
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return ;
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}
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//-----------------------------------------------------------------------------
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void SmartGameObj::Export_Frequent(BitStreamClass & packet)
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{
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/*TSS091301
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//
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// Send the player data to the client
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//
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if (PlayerData != NULL) {
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PlayerData->Export_Frequent( packet );
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}
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*/
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//
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// Send data from the base class to the client
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//
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ArmedGameObj::Export_Frequent(packet);
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Export_Control_Sc(packet);
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return ;
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}
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|
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//-----------------------------------------------------------------------------
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void SmartGameObj::Export_State_Cs(BitStreamClass & packet)
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{
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ArmedGameObj::Export_State_Cs(packet);
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}
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//-----------------------------------------------------------------------------
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void SmartGameObj::Import_State_Cs(BitStreamClass & packet)
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{
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ArmedGameObj::Import_State_Cs(packet);
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}
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|
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//-----------------------------------------------------------------------------
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void SmartGameObj::Generate_Control(void)
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{
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if (CombatManager::I_Am_Server() &&
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(ControlOwner == SERVER_CONTROL_OWNER || !Is_Human_Controlled())) {
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Action.Act();
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}
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if (CombatManager::I_Am_Client() &&
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ControlOwner == CombatManager::Get_My_Id()) {
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|
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Action.Act();
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//
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// Notify server
|
|
//
|
|
/*
|
|
if (PClientControl != NULL && !Is_Delete_Pending()) {
|
|
PClientControl->Set_Update_Flag(Get_ID());
|
|
}
|
|
*/
|
|
|
|
//TSS092101
|
|
if (PClientControl != NULL) {
|
|
if (Is_Delete_Pending()) {
|
|
PClientControl->Set_Update_Flag(-1);
|
|
} else {
|
|
PClientControl->Set_Update_Flag(Get_ID());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
bool SmartGameObj::Is_Control_Data_Dirty(cPacket & packet)
|
|
{
|
|
//
|
|
// future optimization
|
|
//
|
|
|
|
return true;
|
|
}
|
|
|
|
bool SmartGameObj::Has_Player(void)
|
|
{
|
|
// There is a cPlayer object for this smart object
|
|
return (ControlOwner != SERVER_CONTROL_OWNER);
|
|
}
|
|
|
|
bool SmartGameObj::Is_Human_Controlled(void)
|
|
{
|
|
// There is a human cPlayer object for this smart object
|
|
//return ControlOwner >= 0 && !CombatManager::Player_Is_Afk(ControlOwner);
|
|
return ControlOwner >= 0;
|
|
}
|
|
|
|
bool SmartGameObj::Is_Controlled_By_Me(void)
|
|
{
|
|
// WWASSERT(CombatManager::I_Am_Client());
|
|
if (!CombatManager::I_Am_Client()) {
|
|
return false;
|
|
}
|
|
|
|
SmartGameObj *game_obj = this;
|
|
|
|
//
|
|
// If this is a vehicle, then passthru to the driver
|
|
//
|
|
VehicleGameObj *vehicle = As_VehicleGameObj();
|
|
if (vehicle != NULL) {
|
|
SoldierGameObj *driver = vehicle->Get_Driver();
|
|
if (driver != NULL) {
|
|
game_obj = driver;
|
|
}
|
|
}
|
|
|
|
return game_obj->Is_Human_Controlled() && (game_obj->ControlOwner == CombatManager::Get_My_Id());
|
|
}
|
|
|
|
void SmartGameObj::Apply_Control( void )
|
|
{
|
|
bool switched = false;
|
|
|
|
const char * change_type = NULL;
|
|
|
|
if ( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_NEXT ) ) {
|
|
|
|
if ( COMBAT_CAMERA != NULL ) {
|
|
COMBAT_CAMERA->Reset_First_Person_Offset_Tweak();
|
|
}
|
|
|
|
WeaponBag->Select_Next();
|
|
switched = true;
|
|
change_type = "Next";
|
|
|
|
}
|
|
|
|
if ( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_PREV ) ) {
|
|
|
|
if ( COMBAT_CAMERA != NULL ) {
|
|
COMBAT_CAMERA->Reset_First_Person_Offset_Tweak();
|
|
}
|
|
|
|
WeaponBag->Select_Prev();
|
|
switched = true;
|
|
change_type = "Prev";
|
|
}
|
|
|
|
// -1 is no weapon
|
|
for ( int weapon_key_num = -1; weapon_key_num <= 9; weapon_key_num++ ) {
|
|
if ( Control.Get_Boolean( (ControlClass::BooleanControl)((int)ControlClass::BOOLEAN_SELECT_WEAPON_0 + weapon_key_num) ) ) {
|
|
|
|
if ( this == COMBAT_STAR ) {
|
|
HUDClass::Force_Weapon_Chart_Display();
|
|
}
|
|
|
|
if ( COMBAT_CAMERA != NULL ) {
|
|
COMBAT_CAMERA->Reset_First_Person_Offset_Tweak();
|
|
}
|
|
|
|
WeaponBag->Select_Key_Number( weapon_key_num );
|
|
switched = true;
|
|
change_type = "Key";
|
|
|
|
}
|
|
}
|
|
|
|
if ( this == COMBAT_STAR && change_type != NULL ) {
|
|
Vector3 pos;
|
|
Get_Position( &pos );
|
|
const char * weapon_name = "";
|
|
int ammo = 0;
|
|
if ( Get_Weapon() ) {
|
|
weapon_name = Get_Weapon()->Get_Definition()->Get_Name();
|
|
ammo = Get_Weapon()->Get_Total_Rounds();
|
|
}
|
|
DIAG_LOG(( "WCHN", "%1.2f; %1.2f; %1.2f; %s; %d; %s", pos.X, pos.Y, pos.Z, weapon_name, ammo, change_type ));
|
|
}
|
|
|
|
// This is kinda ugly....
|
|
SoldierGameObj * p_soldier = As_SoldierGameObj();
|
|
if (switched && p_soldier != NULL && p_soldier->Is_Sniping()) {
|
|
// If sniping, and you cannot snipe for the current weapon, exit sniping
|
|
if ( Get_Weapon() == NULL || !Get_Weapon()->Get_Can_Snipe() ) {
|
|
Debug_Say(( "Force Sniper exit\n" ));
|
|
p_soldier->Get_Human_State()->Toggle_State_Flag( HumanStateClass::SNIPING_FLAG );
|
|
}
|
|
}
|
|
|
|
Controller.Reset();
|
|
|
|
Controller.Set_Turn_Left( Control.Get_Analog( ControlClass::ANALOG_TURN_LEFT ) );
|
|
Controller.Set_Move_Up( Control.Get_Analog( ControlClass::ANALOG_MOVE_UP ) );
|
|
Controller.Set_Move_Forward(Control.Get_Analog( ControlClass::ANALOG_MOVE_FORWARD ) );
|
|
Controller.Set_Move_Left( Control.Get_Analog( ControlClass::ANALOG_MOVE_LEFT ) );
|
|
|
|
if ( ControlEnabled ) {
|
|
if ( ( Get_Weapon() != NULL ) && ( !Is_Delete_Pending() ) ) {
|
|
|
|
Get_Weapon()->Set_Primary_Triggered( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_FIRE_PRIMARY ) );
|
|
Get_Weapon()->Set_Secondary_Triggered( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_FIRE_SECONDARY ) );
|
|
|
|
if ( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_USE ) ) {
|
|
Get_Weapon()->Next_C4_Detonation_Mode();
|
|
}
|
|
if ( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_RELOAD ) ) {
|
|
Get_Weapon()->Force_Reload();
|
|
}
|
|
|
|
// If we fire a weapon, we de-cloak for a certain amount of time
|
|
if ( Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_FIRE_PRIMARY ) ||
|
|
Control.Get_Boolean( ControlClass::BOOLEAN_WEAPON_FIRE_SECONDARY ))
|
|
{
|
|
StealthFiringTimer = STEALTH_FIRING_TIME;
|
|
}
|
|
}
|
|
} else {
|
|
Get_Weapon()->Set_Primary_Triggered( false );
|
|
Get_Weapon()->Set_Secondary_Triggered( false );
|
|
}
|
|
}
|
|
|
|
void SmartGameObj::Think()
|
|
{
|
|
{
|
|
WWPROFILE( "Smart Think" );
|
|
|
|
// React to the controls
|
|
{
|
|
WWPROFILE("Controls");
|
|
if ( ControlEnabled ) {
|
|
Apply_Control();
|
|
} else {
|
|
Controller.Reset();
|
|
if ( Get_Weapon() != NULL ) {
|
|
Get_Weapon()->Set_Primary_Triggered( false );
|
|
Get_Weapon()->Set_Secondary_Triggered( false );
|
|
}
|
|
}
|
|
}
|
|
|
|
MovingSoundTimer -= TimeManager::Get_Frame_Seconds();
|
|
if ( MovingSoundTimer < 0 ) {
|
|
WWPROFILE("See");
|
|
// MovingSoundTimer += FreeRandom.Get_Float( 1, 2 ); // sound every 1-2 seconds
|
|
MovingSoundTimer += FreeRandom.Get_Float( 0.5f, 1 ); // sound every 0.5 - 1 seconds
|
|
|
|
// if I have sight, see who I see
|
|
if ( Is_Enemy_Seen_Enabled() ) {
|
|
// for all physicalgameobjs
|
|
SLNode<BaseGameObj> *objnode;
|
|
for ( objnode = GameObjManager::Get_Game_Obj_List()->Head(); objnode; objnode = objnode->Next()) {
|
|
SmartGameObj *obj = objnode->Data()->As_SmartGameObj();
|
|
if ( obj ) {
|
|
if ( obj == this ) continue;
|
|
if ( !Is_Enemy( obj ) ) continue;
|
|
if ( !obj->Is_Visible() ) continue;
|
|
// Don't see hidden models
|
|
if ( obj != COMBAT_STAR && obj->Peek_Model() && obj->Peek_Model()->Is_Hidden() ) {
|
|
continue;
|
|
}
|
|
if ( Is_Obj_Visible( obj ) ) {
|
|
const GameObjObserverList & observer_list = Get_Observers();
|
|
for( int index = 0; index < observer_list.Count(); index++ ) {
|
|
observer_list[ index ]->Enemy_Seen( this, obj );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Stealth logic
|
|
if (StealthPowerupTimer > 0.0f) {
|
|
StealthPowerupTimer -= TimeManager::Get_Frame_Seconds();
|
|
}
|
|
|
|
if (StealthFiringTimer > 0.0f) {
|
|
StealthFiringTimer -= TimeManager::Get_Frame_Seconds();
|
|
}
|
|
|
|
if ( (StealthEffect != NULL ) && COMBAT_STAR) {
|
|
StealthEffect->Set_Friendly( Is_Teammate( COMBAT_STAR ) );
|
|
}
|
|
|
|
if (((StealthPowerupTimer > 0.0f) || (StealthEnabled)) && (StealthFiringTimer <= 0.0f)) {
|
|
WWPROFILE("Stealh");
|
|
|
|
Alloc_Stealth_Effect();
|
|
WWASSERT(StealthEffect != NULL);
|
|
Peek_Physical_Object()->Add_Effect_To_Me(StealthEffect);
|
|
|
|
StealthEffect->Enable_Stealth(true);
|
|
|
|
const float STEALTH_BROKEN_FRACTION = 0.25f;
|
|
DefenseObjectClass * defobj = Get_Defense_Object();
|
|
if (defobj != NULL) {
|
|
StealthEffect->Set_Broken((defobj->Get_Health() / defobj->Get_Health_Max()) < STEALTH_BROKEN_FRACTION);
|
|
}
|
|
|
|
} else {
|
|
if (StealthEffect != NULL) {
|
|
StealthEffect->Enable_Stealth(false);
|
|
}
|
|
}
|
|
}
|
|
{
|
|
WWPROFILE("Embedded Armed think in smart think");
|
|
ArmedGameObj::Think();
|
|
}
|
|
}
|
|
|
|
void SmartGameObj::Post_Think( void )
|
|
{
|
|
ArmedGameObj::Post_Think();
|
|
|
|
WWPROFILE( "Smart PostThink" );
|
|
|
|
if ( Is_Delete_Pending() ) { // don't update if destroying... (so we don't create a new laser!)
|
|
return;
|
|
}
|
|
|
|
// Reset the one time booleans
|
|
Control.Clear_One_Time_Boolean();
|
|
}
|
|
|
|
|
|
void SmartGameObj::Apply_Damage(const OffenseObjectClass & damager, float scale, int alternate_skin)
|
|
{
|
|
float damage = damager.Get_Damage() * scale;
|
|
if ((damage > 0) && (StealthEffect != NULL)) {
|
|
StealthEffect->Damage_Occured();
|
|
}
|
|
|
|
PhysicalGameObj::Apply_Damage(damager,scale,alternate_skin);
|
|
}
|
|
|
|
bool SmartGameObj::Is_Obj_Visible( PhysicalGameObj *obj )
|
|
{
|
|
Vector3 diff = obj->Get_Bullseye_Position();
|
|
|
|
Matrix3D look_tm = Get_Look_Transform();
|
|
Matrix3D::Inverse_Transform_Vector( look_tm, diff, &diff );
|
|
|
|
float dist = diff.Length();
|
|
if ( dist < Get_Definition().SightRange * GlobalSightRangeScale) {
|
|
// find view angle
|
|
diff.Z = 0;
|
|
diff.Normalize();
|
|
float angle = WWMath::Fast_Acos( diff.X );
|
|
|
|
if ( WWMath::Fabs( angle ) < Get_Definition().SightArc/2 ) {
|
|
|
|
// if it passes this test, do a raycast to see if we see it.
|
|
Vector3 me = look_tm.Get_Translation();
|
|
Vector3 him = obj->Get_Bullseye_Position();
|
|
|
|
Peek_Physical_Object()->Inc_Ignore_Counter();
|
|
|
|
CastResultStruct res;
|
|
LineSegClass ray( me, him );
|
|
PhysRayCollisionTestClass raytest(ray, &res, BULLET_COLLISION_GROUP);
|
|
{ WWPROFILE( "Cast Ray" );
|
|
PhysicsSceneClass::Get_Instance()->Cast_Ray(raytest);
|
|
}
|
|
|
|
Peek_Physical_Object()->Dec_Ignore_Counter();
|
|
|
|
#if 0
|
|
if (raytest.Result->StartBad) {
|
|
// Debug_Say(( "Is_Vis Start Bad\n" ));
|
|
} else if ( raytest.CollidedPhysObj == obj->Peek_Physical_Object() ) {
|
|
return true;
|
|
}
|
|
#else
|
|
return ((raytest.Result->Fraction == 1.0f ) ||
|
|
( raytest.CollidedPhysObj == obj->Peek_Physical_Object() ));
|
|
#endif
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
|
|
/*
|
|
**
|
|
*/
|
|
void SmartGameObj::On_Logical_Heard (LogicalListenerClass *listener, LogicalSoundClass *sound_obj)
|
|
{
|
|
CombatSound sound;
|
|
sound.Type = (CombatSoundType)sound_obj->Get_Type_Mask();
|
|
sound.Position = sound_obj->Get_Position();
|
|
|
|
//
|
|
// Dig the sound creator out from the logical sound object
|
|
//
|
|
RefCountedGameObjReference *creator = (RefCountedGameObjReference *)sound_obj->Peek_User_Obj();
|
|
if (creator != NULL) {
|
|
sound.Creator = creator->Get_Ptr ();
|
|
} else {
|
|
sound.Creator = NULL;
|
|
}
|
|
|
|
// Notify observers
|
|
if (CombatManager::Are_Observers_Active()) {
|
|
const GameObjObserverList & observer_list = Get_Observers();
|
|
for( int index = 0; index < observer_list.Count(); index++ ) {
|
|
observer_list[ index ]->Sound_Heard( this, sound );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void SmartGameObj::Register_Listener(void)
|
|
{
|
|
if (Listener != NULL) {
|
|
const SmartGameObjDef& definition = Get_Definition();
|
|
Listener->Set_Scale(definition.ListenerScale);
|
|
Listener->Set_DropOff_Radius( 0.001f );
|
|
Listener->Attach_To_Object(Peek_Model());
|
|
Listener->Add_To_Scene();
|
|
}
|
|
}
|
|
|
|
void SmartGameObj::Begin_Hibernation( void )
|
|
{
|
|
ArmedGameObj::Begin_Hibernation();
|
|
|
|
// Reset our physics controller
|
|
Controller.Reset();
|
|
|
|
//
|
|
// Stop listening for sounds
|
|
//
|
|
if (Listener != NULL) {
|
|
Listener->Remove_From_Scene ();
|
|
}
|
|
|
|
//
|
|
// Let the action prepare itself for hibernation
|
|
//
|
|
Action.Begin_Hibernation ();
|
|
return ;
|
|
}
|
|
|
|
void SmartGameObj::End_Hibernation( void )
|
|
{
|
|
ArmedGameObj::End_Hibernation();
|
|
|
|
//
|
|
// Make sure we are listening for logical sounds
|
|
//
|
|
if (Listener != NULL) {
|
|
Listener->Add_To_Scene ();
|
|
}
|
|
|
|
//
|
|
// Let the action prepare itself for activation
|
|
//
|
|
Action.End_Hibernation ();
|
|
return ;
|
|
}
|
|
|
|
|
|
//------------------------------------------------------------------------------------
|
|
void SmartGameObj::Get_Information( StringClass & string )
|
|
{
|
|
ArmedGameObj::Get_Information( string );
|
|
|
|
StringClass temp;
|
|
temp.Format( "Observer:%d\n", Action.Get_Parameters().ObserverID );
|
|
string += temp;
|
|
temp.Format( "Priority:%d\n", Action.Get_Parameters().Priority );
|
|
string += temp;
|
|
|
|
if ( Action.Get_Parameters().WaypathID ) {
|
|
temp.Format( "Waypath:%d\n", Action.Get_Parameters().WaypathID );
|
|
string += temp;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
**
|
|
*/
|
|
void SmartGameObj::Export_Creation( BitStreamClass &packet )
|
|
{
|
|
ArmedGameObj::Export_Creation( packet );
|
|
|
|
//
|
|
// Send the control owner to the client
|
|
//
|
|
int control_owner = Get_Control_Owner();
|
|
packet.Add( control_owner );
|
|
return ;
|
|
}
|
|
|
|
|
|
/*
|
|
**
|
|
*/
|
|
void SmartGameObj::Import_Creation( BitStreamClass &packet )
|
|
{
|
|
ArmedGameObj::Import_Creation( packet );
|
|
|
|
//
|
|
// Get the control owner from the server
|
|
//
|
|
int control_owner = 0;
|
|
packet.Get( control_owner );
|
|
Set_Control_Owner( control_owner );
|
|
|
|
//
|
|
// Hookup the control input for this player
|
|
//
|
|
if (control_owner == CombatManager::Get_My_Id() ) {
|
|
ActionParamsStruct parameters;
|
|
Get_Action()->Follow_Input( parameters );
|
|
CombatManager::Set_The_Star( As_SoldierGameObj() );
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
|
|
void SmartGameObj::Enable_Stealth(bool onoff)
|
|
{
|
|
StealthEnabled = onoff;
|
|
if (StealthEnabled) {
|
|
Alloc_Stealth_Effect ();
|
|
}
|
|
|
|
return ;
|
|
}
|
|
|
|
void SmartGameObj::Toggle_Stealth(void)
|
|
{
|
|
StealthEnabled = !StealthEnabled;
|
|
}
|
|
|
|
bool SmartGameObj::Is_Stealth_Enabled(void)
|
|
{
|
|
return StealthEnabled;
|
|
}
|
|
|
|
bool SmartGameObj::Is_Stealthed(void) const
|
|
{
|
|
if (StealthEffect != NULL) {
|
|
return StealthEffect->Is_Stealthed();
|
|
} else {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void SmartGameObj::Grant_Stealth_Powerup(float seconds)
|
|
{
|
|
StealthPowerupTimer = seconds;
|
|
}
|
|
|
|
float SmartGameObj::Remaining_Stealth_Powerup_Time(void)
|
|
{
|
|
return StealthPowerupTimer;
|
|
}
|
|
|
|
StealthEffectClass * SmartGameObj::Peek_Stealth_Effect(void)
|
|
{
|
|
return StealthEffect;
|
|
}
|
|
|
|
void SmartGameObj::Alloc_Stealth_Effect(void)
|
|
{
|
|
if (StealthEffect == NULL) {
|
|
StealthEffect = NEW_REF(StealthEffectClass,());
|
|
StealthEffect->Set_Fade_Distance( Get_Stealth_Fade_Distance() );
|
|
}
|
|
}
|
|
|
|
void SmartGameObj::Reset_Controller( void )
|
|
{
|
|
Controller.Reset();
|
|
}
|
|
|
|
/*
|
|
CombatManager::Send_Control_Packet(this);
|
|
CombatManager::Send_State_Packet(this);
|
|
*/
|
|
|