/* =========================================================================== Copyright (C) 2015 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_alarm.cpp #include "actor.h" void Actor::InitAlarm ( GlobalFuncs_t *func ) { func->BeginState = &Actor::Begin_Alarm; func->EndState = &Actor::End_Alarm; func->ThinkState = &Actor::Think_Alarm; func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack; func->IsState = &Actor::IsAttackState; } void Actor::Begin_Alarm ( void ) { 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 ); } } void Actor::End_Alarm ( void ) { parm.movefail = true; } void Actor::State_Alarm_StartThread ( void ) { if( m_AlarmNode ) SetLeashHome( m_AlarmNode->origin ); else SetLeashHome( origin ); TransitionState(600, 0); m_AlarmThread.Execute(); } void Actor::State_Alarm_Move ( void ) { if( PathExists() ) { if( PathComplete() ) { Anim_Aim(); AimAtTargetPos(); } else { Anim_RunToAlarm( 2 ); FaceMotion(); } } else { TransitionState(600, 0); parm.movefail = true; Anim_Aim(); AimAtTargetPos(); } } void Actor::State_Alarm_Idle ( void ) { AimAtTargetPos(); SetThink(THINKSTATE_ATTACK, THINK_TURRET); } void Actor::Think_Alarm ( void ) { 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 ); } } void Actor::FinishedAnimation_Alarm ( void ) { // not needed return; }