/* =========================================================================== Copyright (C) 2023 the OpenMoHAA team 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_badplace.cpp #include "actor.h" void Actor::InitBadPlace(GlobalFuncs_t *func) { func->ThinkState = &Actor::Think_BadPlace; func->BeginState = &Actor::Begin_BadPlace; func->EndState = &Actor::End_BadPlace; func->ResumeState = &Actor::Begin_BadPlace; func->SuspendState = &Actor::End_BadPlace; func->PassesTransitionConditions = &Actor::PassesTransitionConditions_BadPlace; func->IsState = &Actor::IsBadPlaceState; } void Actor::Begin_BadPlace(void) { DoForceActivate(); m_csMood = STRING_ALERT; m_csIdleMood = STRING_NERVOUS; badplace_t& badplace = level.m_badPlaces.ObjectAt(m_iBadPlaceIndex); FindPathAway(badplace.m_vOrigin, origin - badplace.m_vOrigin, badplace.m_fRadius + 64); } void Actor::End_BadPlace(void) { m_iBadPlaceIndex = 0; } void Actor::Think_BadPlace(void) { if (m_bEnableEnemy) { UpdateEnemy(200); } m_pszDebugState = ""; NoPoint(); if (!PathExists() || PathComplete() || !m_iBadPlaceIndex) { m_iBadPlaceIndex = 0; if (!m_Enemy || (m_Enemy->flags & FL_NOTARGET)) { SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE); } else { SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_IDLE); } } if (m_Enemy) { m_pszDebugState = "badplace_shoot"; FaceEnemyOrMotion(m_iStateTime); Anim_RunAwayFiring(ANIM_MODE_PATH); } else { m_pszDebugState = "badplace_run"; FaceMotion(); Anim_RunToInOpen(ANIM_MODE_PATH); } PostThink(false); }