openmohaa/code/fgame/actor_disguise_sentry.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::InitDisguiseSentry(GlobalFuncs_t *func)
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{
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func->ThinkState = &Actor::Think_DisguiseSentry;
func->BeginState = &Actor::Begin_DisguiseSentry;
func->EndState = &Actor::End_DisguiseSentry;
func->ResumeState = &Actor::Resume_DisguiseSentry;
func->SuspendState = &Actor::Suspend_DisguiseSentry;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Disguise;
func->IsState = &Actor::IsDisguiseState;
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}
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void Actor::Begin_DisguiseSentry(void)
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{
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m_csMood = STRING_BORED;
assert(m_Enemy);
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if (!m_Enemy) {
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
return;
}
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if ((EnemyIsDisguised() || (m_Enemy->flags & FL_NOTARGET)) && level.m_bAlarm != qtrue) {
SetDesiredYawDest(m_Enemy->origin);
SetDesiredLookDir(m_Enemy->origin - origin);
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DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DISGUISE_WAIT_SCR);
m_iEnemyShowPapersTime = m_Enemy->m_ShowPapersTime;
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TransitionState(ACTOR_STATE_DISGUISE_WAIT);
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} else {
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SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_IDLE);
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}
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}
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void Actor::End_DisguiseSentry(void)
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{
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m_iNextDisguiseTime = level.inttime + (m_State ? m_iDisguisePeriod : 500);
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}
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void Actor::Resume_DisguiseSentry(void)
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{
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Begin_DisguiseSentry();
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}
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void Actor::Suspend_DisguiseSentry(void)
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{
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End_DisguiseSentry();
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}
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void Actor::Think_DisguiseSentry(void)
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{
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if (!RequireThink()) {
return;
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}
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UpdateEyeOrigin();
NoPoint();
ContinueAnimation();
UpdateEnemy(1500);
assert(m_Enemy != NULL);
if (!m_Enemy) {
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
return;
}
if (!EnemyIsDisguised() && !(m_Enemy->flags & FL_NOTARGET) && m_State != ACTOR_STATE_DISGUISE_ENEMY) {
TransitionState(ACTOR_STATE_DISGUISE_ENEMY, 0);
}
if (level.m_bAlarm) {
SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_IDLE);
return;
}
SetDesiredYawDest(m_Enemy->origin);
SetDesiredLookDir(m_Enemy->origin - origin);
switch (m_State) {
case ACTOR_STATE_DISGUISE_WAIT:
m_pszDebugState = "wait";
State_Disguise_Wait();
break;
case ACTOR_STATE_DISGUISE_PAPERS:
m_pszDebugState = "papers";
State_Disguise_Papers();
break;
case ACTOR_STATE_DISGUISE_ACCEPT:
m_pszDebugState = "accept";
State_Disguise_Accept();
break;
case ACTOR_STATE_DISGUISE_ENEMY:
m_pszDebugState = "enemy";
State_Disguise_Enemy();
break;
case ACTOR_STATE_DISGUISE_HALT:
m_pszDebugState = "halt";
State_Disguise_Halt();
break;
case ACTOR_STATE_DISGUISE_DENY:
m_pszDebugState = "deny";
State_Disguise_Deny();
break;
default:
Com_Printf("Actor::Think_DisguiseSentry: invalid think state %i\n", m_State);
assert(!"invalid think state");
break;
}
if (!CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_IDLE)) {
CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_IDLE);
}
PostThink(true);
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}