openmohaa/code/fgame/actor_alarm.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_alarm.cpp
#include "actor.h"
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void Actor::InitAlarm(GlobalFuncs_t *func)
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{
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func->BeginState = &Actor::Begin_Alarm;
func->EndState = &Actor::End_Alarm;
func->ThinkState = &Actor::Think_Alarm;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
func->IsState = &Actor::IsAttackState;
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}
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void Actor::Begin_Alarm(void)
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{
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DoForceActivate();
m_csMood = STRING_ALERT;
m_csIdleMood = STRING_NERVOUS;
if (m_AlarmNode) {
SetPath(m_AlarmNode, "Actor::Begin_Alarm", 0);
if (PathExists()) {
TransitionState(601, 0);
} else {
TransitionState(600, 0);
parm.movefail = true;
}
} else {
SetLeashHome(origin);
TransitionState(600, 0);
m_AlarmThread.Execute(this);
}
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}
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void Actor::End_Alarm(void)
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{
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parm.movefail = true;
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}
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void Actor::State_Alarm_StartThread(void)
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{
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if (m_AlarmNode) {
SetLeashHome(m_AlarmNode->origin);
} else {
SetLeashHome(origin);
}
TransitionState(600, 0);
m_AlarmThread.Execute();
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}
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void Actor::State_Alarm_Move(void)
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{
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if (PathExists()) {
if (PathComplete()) {
Anim_Aim();
AimAtTargetPos();
} else {
Anim_RunToAlarm(2);
FaceMotion();
}
} else {
TransitionState(600, 0);
parm.movefail = true;
Anim_Aim();
AimAtTargetPos();
}
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}
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void Actor::State_Alarm_Idle(void)
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{
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AimAtTargetPos();
SetThink(THINKSTATE_ATTACK, THINK_TURRET);
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}
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void Actor::Think_Alarm(void)
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{
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if (!RequireThink()) {
return;
}
parm.movefail = false;
UpdateEyeOrigin();
NoPoint();
if (m_State == 600) {
m_pszDebugState = "idle";
State_Alarm_Idle();
} else if (m_State == 601) {
m_pszDebugState = "move";
State_Alarm_Move();
} else {
Com_Printf("Actor::Think_Alarm: invalid think state %i\n", m_State);
}
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}
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void Actor::FinishedAnimation_Alarm(void)
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{
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// not needed
return;
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}