mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-22 18:30:27 +01:00
363 lines
10 KiB
C++
363 lines
10 KiB
C++
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700
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%{
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#include "Entities/StdH/StdH.h"
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#include "Entities/EnemyBase.h"
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%}
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// input parameter for watcher
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event EWatcherInit {
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CEntityPointer penOwner, // who owns it
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};
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// entity is seen
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event EWatch {
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CEntityPointer penSeen,
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};
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class export CWatcher : CRationalEntity {
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name "Watcher";
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thumbnail "";
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features "CanBePredictable";
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properties:
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1 CEntityPointer m_penOwner, // entity which owns it
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2 FLOAT m_tmDelay = 5.0f, // delay between checking moments - set depending on distance of closest player
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20 FLOAT m_fClosestPlayer = UpperLimit(0.0f), // distance from closest player to owner of this watcher
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21 INDEX m_iPlayerToCheck = 0, // sequence number for checking next player in each turn
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components:
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functions:
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class CEnemyBase *GetOwner(void)
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{
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ASSERT(m_penOwner!=NULL);
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return (CEnemyBase*)&*m_penOwner;
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}
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// find one player number by random
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INDEX GetRandomPlayer(void)
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{
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// CPrintF("Getting random number... ");
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// get maximum number of players in game
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INDEX ctMaxPlayers = GetMaxPlayers();
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// find actual number of players
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INDEX ctActivePlayers = 0;
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{for(INDEX i=0; i<ctMaxPlayers; i++) {
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if (GetPlayerEntity(i)!=NULL) {
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ctActivePlayers++;
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}
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}}
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// CPrintF("active players %d, ", ctActivePlayers);
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// if none
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if (ctActivePlayers==0) {
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// return first index anyway
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return 0;
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}
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// choose one by random
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INDEX iChosenActivePlayer = IRnd()%ctActivePlayers;
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// CPrintF("chosen %d, ", iChosenActivePlayer);
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// find its physical index
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INDEX iActivePlayer = 0;
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{for(INDEX i=0; i<ctMaxPlayers; i++) {
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if (GetPlayerEntity(i)!=NULL) {
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if (iActivePlayer==iChosenActivePlayer) {
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// CPrintF("actual index %d\n", iActivePlayer);
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return i;
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}
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iActivePlayer++;
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}
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}}
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ASSERT(FALSE);
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return 0;
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}
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// find closest player
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CEntity *FindClosestPlayer(void)
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{
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CEntity *penClosestPlayer = NULL;
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FLOAT fClosestPlayer = UpperLimit(0.0f);
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// for all players
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for (INDEX iPlayer=0; iPlayer<GetMaxPlayers(); iPlayer++) {
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CEntity *penPlayer = GetPlayerEntity(iPlayer);
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// if player is alive and visible
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if (penPlayer!=NULL && penPlayer->GetFlags()&ENF_ALIVE && !(penPlayer->GetFlags()&ENF_INVISIBLE)) {
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// calculate distance to player
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FLOAT fDistance =
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(penPlayer->GetPlacement().pl_PositionVector-m_penOwner->GetPlacement().pl_PositionVector).Length();
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// update if closer
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if (fDistance<fClosestPlayer) {
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fClosestPlayer = fDistance;
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penClosestPlayer = penPlayer;
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}
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}
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}
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// if no players found
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if (penClosestPlayer==NULL) {
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// behave as if very close - must check for new ones
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fClosestPlayer = 10.0f;
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}
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m_fClosestPlayer = fClosestPlayer;
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return penClosestPlayer;
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}
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// notify owner that a player has been seen
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void SendWatchEvent(CEntity *penPlayer)
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{
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EWatch eWatch;
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eWatch.penSeen = penPlayer;
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m_penOwner->SendEvent(eWatch);
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}
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void CheckIfPlayerVisible(void)
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{
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// if the owner is blind
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if( GetOwner()->m_bBlind) {
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// don't even bother checking
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return;
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}
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// get maximum number of players in game
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INDEX ctPlayers = GetMaxPlayers();
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// find first one after current sequence
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CEntity *penPlayer = NULL;
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m_iPlayerToCheck = (m_iPlayerToCheck+1)%ctPlayers;
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INDEX iFirstChecked = m_iPlayerToCheck;
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FOREVER {
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penPlayer = GetPlayerEntity(m_iPlayerToCheck);
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if (penPlayer!=NULL) {
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break;
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}
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m_iPlayerToCheck++;
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m_iPlayerToCheck%=ctPlayers;
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if (m_iPlayerToCheck==iFirstChecked) {
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return; // we get here if there are no players at all
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}
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}
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// if this one is dead or invisible
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if (!(penPlayer->GetFlags()&ENF_ALIVE) || (penPlayer->GetFlags()&ENF_INVISIBLE)) {
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// do nothing
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return;
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}
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// if inside view angle and visible
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if (GetOwner()->SeeEntity(penPlayer, Cos(GetOwner()->m_fViewAngle/2.0f))) {
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// send event to owner
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SendWatchEvent(penPlayer);
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}
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};
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// set new watch time
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void SetWatchDelays(void)
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{
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const FLOAT tmMinDelay = 0.1f; // delay at closest distance
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const FLOAT tmSeeDelay = 5.0f; // delay at see distance
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const FLOAT tmTick = _pTimer->TickQuantum;
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FLOAT fSeeDistance = GetOwner()->m_fIgnoreRange;
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FLOAT fNearDistance = Min(GetOwner()->m_fStopDistance, GetOwner()->m_fCloseDistance);
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// if closer than near distance
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if (m_fClosestPlayer<=fNearDistance) {
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// always use minimum delay
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m_tmDelay = tmMinDelay;
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// if further than near distance
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} else {
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// interpolate between near and see
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m_tmDelay = tmMinDelay+
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(m_fClosestPlayer-fNearDistance)*(tmSeeDelay-tmMinDelay)/(fSeeDistance-fNearDistance);
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// round to nearest tick
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m_tmDelay = floor(m_tmDelay/tmTick)*tmTick;
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}
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};
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// watch
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void Watch(void)
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{
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// remember original distance
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FLOAT fOrgDistance = m_fClosestPlayer;
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// find closest player
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CEntity *penClosest = FindClosestPlayer();
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FLOAT fSeeDistance = GetOwner()->m_fIgnoreRange;
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FLOAT fStopDistance = Max(fSeeDistance*1.5f, GetOwner()->m_fActivityRange);
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// if players exited enemy's scope
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if (fOrgDistance<fStopDistance && m_fClosestPlayer>=fStopDistance) {
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// stop owner
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m_penOwner->SendEvent(EStop());
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// if players entered enemy's scope
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} else if (fOrgDistance>=fStopDistance && m_fClosestPlayer<fStopDistance) {
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// start owner
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m_penOwner->SendEvent(EStart());
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}
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// if the closest player is close enough to be seen
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if (m_fClosestPlayer<fSeeDistance) {
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// check for seeing any of the players
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CheckIfPlayerVisible();
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}
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// if the closest player is inside sense range
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FLOAT fSenseRange = GetOwner()->m_fSenseRange;
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if (penClosest!=NULL && fSenseRange>0 && m_fClosestPlayer<fSenseRange) {
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// detect it immediately
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SendWatchEvent(penClosest);
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}
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// set new watch time
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SetWatchDelays();
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};
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// this is called directly from enemybase to check if another player has come too close
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CEntity *CheckCloserPlayer(CEntity *penCurrentTarget, FLOAT fRange)
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{
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// if the owner is blind
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if( GetOwner()->m_bBlind) {
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// don't even bother checking
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return NULL;
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}
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CEntity *penClosestPlayer = NULL;
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FLOAT fClosestPlayer =
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(penCurrentTarget->GetPlacement().pl_PositionVector-m_penOwner->GetPlacement().pl_PositionVector).Length();
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fClosestPlayer = Min(fClosestPlayer, fRange); // this is maximum considered range
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// for all other players
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for (INDEX iPlayer=0; iPlayer<GetMaxPlayers(); iPlayer++) {
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CEntity *penPlayer = GetPlayerEntity(iPlayer);
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if (penPlayer==NULL || penPlayer==penCurrentTarget) {
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continue;
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}
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// if player is alive and visible
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if ((penPlayer->GetFlags()&ENF_ALIVE) && !(penPlayer->GetFlags()&ENF_INVISIBLE)) {
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// calculate distance to player
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FLOAT fDistance =
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(penPlayer->GetPlacement().pl_PositionVector-m_penOwner->GetPlacement().pl_PositionVector).Length();
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// if closer than current and you can see him
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if (fDistance<fClosestPlayer &&
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GetOwner()->SeeEntity(penPlayer, Cos(GetOwner()->m_fViewAngle/2.0f))) {
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// update
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fClosestPlayer = fDistance;
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penClosestPlayer = penPlayer;
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}
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}
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}
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return penClosestPlayer;
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}
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// this is called directly from enemybase to attack multiple players (for really big enemies)
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CEntity *CheckAnotherPlayer(CEntity *penCurrentTarget)
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{
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// if the owner is blind, or no current target
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if( GetOwner()->m_bBlind || penCurrentTarget==NULL) {
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// don't even check
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return NULL;
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}
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// get allowed distance
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CEntity *penClosestPlayer = NULL;
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FLOAT fCurrentDistance =
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(penCurrentTarget->GetPlacement().pl_PositionVector-m_penOwner->GetPlacement().pl_PositionVector).Length();
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FLOAT fRange = fCurrentDistance*1.5f;
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// find a random offset to start searching
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INDEX iOffset = GetRandomPlayer();
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// for all other players
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INDEX ctPlayers = GetMaxPlayers();
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for (INDEX iPlayer=0; iPlayer<ctPlayers; iPlayer++) {
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CEntity *penPlayer = GetPlayerEntity((iPlayer+iOffset)%ctPlayers);
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if (penPlayer==NULL || penPlayer==penCurrentTarget) {
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continue;
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}
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// if player is alive and visible
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if ((penPlayer->GetFlags()&ENF_ALIVE) && !(penPlayer->GetFlags()&ENF_INVISIBLE)) {
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// calculate distance to player
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FLOAT fDistance =
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(penPlayer->GetPlacement().pl_PositionVector-m_penOwner->GetPlacement().pl_PositionVector).Length();
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// if inside allowed range and visible
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if (fDistance<fRange &&
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GetOwner()->SeeEntity(penPlayer, Cos(GetOwner()->m_fViewAngle/2.0f))) {
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// attack that one
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return penPlayer;
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}
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}
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}
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return penCurrentTarget;
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}
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procedures:
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// watching
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Active() {
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// repeat
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while (TRUE) {
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// check all players
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Watch();
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// wait for given delay
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wait(m_tmDelay) {
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on (EBegin) : { resume; }
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on (ETimer) : { stop; }
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// stop looking
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on (EStop) : { jump Inactive(); }
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// force re-checking if receiving start or teleport
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on (EStart) : { stop; }
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on (ETeleport) : { stop; }
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}
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}
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};
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// not watching
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Inactive(EVoid) {
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wait() {
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on (EBegin) : { resume; }
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on (EStart) : { jump Active(); }
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}
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};
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// dummy mode
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Dummy(EVoid)
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{
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// ignores all events forever
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wait() {
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on (EBegin) : { resume; }
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otherwise() : { resume; };
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};
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}
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Main(EWatcherInit eInit) {
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// remember the initial parameters
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ASSERT(eInit.penOwner!=NULL);
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m_penOwner = eInit.penOwner;
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// init as nothing
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InitAsVoid();
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SetPhysicsFlags(EPF_MODEL_IMMATERIAL);
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SetCollisionFlags(ECF_IMMATERIAL);
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// if in flyover game mode
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if (GetSP()->sp_gmGameMode == CSessionProperties::GM_FLYOVER) {
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// go to dummy mode
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jump Dummy();
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// NOTE: must not destroy self, because owner has a pointer
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}
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// generate random number of player to check next
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// (to provide even distribution of enemies among players)
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m_iPlayerToCheck = GetRandomPlayer()-1;
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// start in disabled state
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autocall Inactive() EEnd;
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// cease to exist
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Destroy();
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return;
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};
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};
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