openmohaa/code/fgame/actor_dog.cpp

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/*
===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
OpenMoHAA source code 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 2 of the License,
or (at your option) any later version.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// actor.cpp:
#include "actor.h"
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void Actor::InitDogIdle(GlobalFuncs_t *func)
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{
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func->BeginState = &Actor::Begin_Dog;
func->EndState = &Actor::End_Dog;
func->ThinkState = &Actor::Think_Dog_Idle;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
func->IsState = &Actor::IsDogState;
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}
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void Actor::InitDogAttack(GlobalFuncs_t *func)
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{
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func->BeginState = &Actor::Begin_Dog;
func->EndState = &Actor::End_Dog;
func->ThinkState = &Actor::Think_Dog_Attack;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
func->IsState = &Actor::IsDogState;
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}
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void Actor::InitDogCurious(GlobalFuncs_t *func)
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{
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func->BeginState = &Actor::Begin_Dog;
func->EndState = &Actor::End_Dog;
func->ThinkState = &Actor::Think_Dog_Curious;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Curious;
func->IsState = &Actor::IsDogState;
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}
bool Actor::IsDogState(int state)
{
return true;
}
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void Actor::Begin_Dog(void)
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{
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m_bIsAnimal = true;
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}
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void Actor::End_Dog(void)
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{
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;
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}
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void Actor::Think_Dog_Idle(void)
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{
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if (!RequireThink()) {
return;
}
UpdateEyeOrigin();
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m_pszDebugState = "Dog_Idle";
NoPoint();
ForwardLook();
DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DOG_IDLE_SCR);
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CheckForThinkStateTransition();
PostThink(false);
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}
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void Actor::Think_Dog_Attack(void)
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{
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if (!RequireThink()) {
return;
}
UpdateEyeOrigin();
m_pszDebugState = "Dog_Attack";
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if (!m_Enemy || (m_Enemy->flags & FL_NOTARGET)) {
DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DOG_CURIOUS_SCR);
TransitionState(20);
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CheckForThinkStateTransition();
PostThink(false);
return;
}
SetPath(m_Enemy->origin, NULL, 0, NULL, 0.0);
if (PathExists()) {
vec2_t delta;
VectorSub2D(m_Enemy->origin, origin, delta);
if (VectorLength2DSquared(delta) >= 8000) {
FaceMotion();
DesiredAnimation(ANIM_MODE_PATH, STRING_ANIM_DOG_CHASE_SCR);
} else {
SetDesiredYawDest(m_Enemy->origin);
SetDesiredLookDir(m_Enemy->origin - origin);
DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DOG_ATTACK_SCR);
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}
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} else {
SetDesiredYawDest(m_Enemy->origin);
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SetDesiredLookDir(m_Enemy->origin - origin);
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DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DOG_CURIOUS_SCR);
TransitionState(20);
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}
CheckForThinkStateTransition();
PostThink(false);
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}
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void Actor::Think_Dog_Curious(void)
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{
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if (!RequireThink()) {
return;
}
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UpdateEyeOrigin();
m_pszDebugState = "Dog_Curious";
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if (m_Enemy && !(m_Enemy->flags & FL_NOTARGET)) {
SetDesiredYawDest(m_Enemy->origin);
SetDesiredLookDir(m_Enemy->origin - origin);
}
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DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DOG_CURIOUS_SCR);
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CheckForThinkStateTransition();
PostThink(false);
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}