openmohaa/code/fgame/actor_machinegunner.cpp

310 lines
8.8 KiB
C++

/*
===========================================================================
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_machinegunner.cpp
#include "actor.h"
#include "weapturret.h"
#include "bg_local.h"
void Actor::InitMachineGunner(GlobalFuncs_t *func)
{
func->BeginState = &Actor::Begin_MachineGunner;
func->EndState = &Actor::End_MachineGunner;
func->ThinkState = &Actor::Think_MachineGunner;
func->IsState = &Actor::IsMachineGunnerState;
func->FinishedAnimation = &Actor::FinishedAnimation_MachineGunner;
}
bool Actor::IsMachineGunnerState(int state)
{
return true;
}
void Actor::Begin_MachineGunner(void)
{
m_csMood = STRING_ALERT;
m_csIdleMood = STRING_NERVOUS;
if (!m_pTurret) {
Com_Printf(
"^~^~^ Actor (entnum %d, radnum %d, targetname '%s') has no turret specified\n",
entnum,
radnum,
targetname.c_str()
);
return;
}
Sentient *pOwner;
m_pTurret->m_bHadOwner = true;
pOwner = m_pTurret->GetOwner();
if (m_pTurret->GetOwner()) {
Com_Printf(
"^~^~^ Actor (entnum %d, radnum %d, targetname '%s') cannot use turret (entnum %d, radnum %d, "
"targetname '%s')"
" since it is already being used by Actor (entnum %d, radnum %d, targetname '%s')\n",
entnum,
radnum,
targetname.c_str(),
m_pTurret->entnum,
m_pTurret->radnum,
m_pTurret->targetname.c_str(),
m_pTurret->GetOwner()->entnum,
m_pTurret->GetOwner()->radnum,
m_pTurret->GetOwner()->targetname.c_str()
);
} else {
Holster();
m_pTurret->TurretBeginUsed(this);
TransitionState(ACTOR_STATE_MACHINE_GUNNER_READY);
}
}
void Actor::End_MachineGunner(void)
{
if (!GetWeapon(WEAPON_MAIN)) {
giveItem("models/weapons/mp40.tik");
}
Unholster();
if (m_pTurret) {
m_pTurret->m_bHadOwner = true;
if (m_pTurret->GetOwner() == this) {
m_pTurret->TurretEndUsed();
}
}
}
void Actor::ThinkHoldGun_TurretGun(void)
{
Vector vForward;
vec3_t new_angles;
vec3_t offset;
vec3_t newOrigin;
float right;
float heightDiff;
float machine_gunner_hands_up_stand;
float temp;
trace_t trace;
Vector end;
if (m_State != ACTOR_STATE_MACHINE_GUNNER_READY) {
DesiredAnimation(ANIM_MODE_FROZEN, STRING_ANIM_MG42_RELOAD_SCR);
m_bAnimScriptSet = false;
} else if (m_pTurret->IsFiring()) {
if (m_pTurret->aim_target == G_GetEntity(0)) {
m_bNoSurprise = true;
}
DesiredAnimation(ANIM_MODE_FROZEN, STRING_ANIM_MG42_SHOOT_SCR);
} else {
DesiredAnimation(ANIM_MODE_FROZEN, STRING_ANIM_MG42_IDLE_SCR);
}
CheckUnregister();
StopTurning();
VectorSet(new_angles, 0, m_pTurret->angles[1], 0);
setAngles(new_angles);
VectorScale(m_pTurret->orientation[0], -39, offset);
VectorAdd(m_pTurret->origin, offset, newOrigin);
if (m_State == ACTOR_STATE_MACHINE_GUNNER_RELOADING) {
heightDiff = 71.6f;
} else {
heightDiff = 71.8f;
}
newOrigin[2] -= heightDiff;
machine_gunner_hands_up_stand = origin[2] - newOrigin[2];
if (machine_gunner_hands_up_stand < 0) {
if (m_State == ACTOR_STATE_MACHINE_GUNNER_RELOADING) {
m_fCrouchWeight = 0;
temp = (origin[2] + 71.6f - m_pTurret->origin[2]) / 39.f;
if (temp >= -1.0 && temp <= 1.0) {
m_pTurret->angles[0] = RAD2DEG(atan(temp / sqrt(temp * -temp + 1)));
m_pTurret->setAngles(m_pTurret->angles);
}
} else {
m_fCrouchWeight = machine_gunner_hands_up_stand / 17.1f;
if (m_fCrouchWeight < -1.0) {
m_fCrouchWeight = -1.0;
}
}
VectorScale2D(orientation[0], m_fCrouchWeight * -9.3f + 23.4f, offset);
VectorAdd2D(newOrigin, offset, newOrigin);
VectorScale2D(orientation[1], m_fCrouchWeight * 2.6f + 10.3f, offset);
VectorAdd2D(newOrigin, offset, newOrigin);
} else {
m_fCrouchWeight = machine_gunner_hands_up_stand / (heightDiff - 38.7f);
if (m_fCrouchWeight > 1.0) {
m_fCrouchWeight = 1.0;
}
VectorScale2D(orientation[0], m_fCrouchWeight * -3.f + 23.4f, offset);
VectorAdd2D(newOrigin, offset, newOrigin);
VectorScale2D(orientation[1], m_fCrouchWeight * -1.6f + 10.3f, offset);
VectorAdd2D(newOrigin, offset, newOrigin);
}
if (m_fCrouchWeight >= 0.5) {
m_csCurrentPosition = STRING_CROUCH;
} else {
m_csCurrentPosition = STRING_STAND;
}
UpdateAimMotion();
UpdateAnim();
end[0] = newOrigin[0];
end[1] = newOrigin[1];
end[2] = newOrigin[2] - 94;
trace = G_Trace(newOrigin, MINS, MAXS, end, this, MASK_PATHSOLID, qfalse, "Actor::ThinkHoldGun_TurretGun");
if (trace.fraction != 1.0 && !trace.startsolid && !trace.allsolid && trace.ent) {
SafeSetOrigin(trace.endpos);
}
VectorClear(velocity);
UpdateBoneControllers();
UpdateFootsteps();
}
void Actor::Think_MachineGunner_TurretGun(void)
{
if (!m_bEnableEnemy) {
ThinkHoldGun_TurretGun();
return;
}
if (level.inttime < m_iEnemyCheckTime + 200) {
ThinkHoldGun_TurretGun();
return;
}
UpdateEnemyInternal();
if (m_Team == TEAM_AMERICAN) {
// Added in 2.30
ThinkHoldGun_TurretGun();
return;
}
if (m_pTurret->AI_CanTarget(G_GetEntity(0)->centroid)) {
ThinkHoldGun_TurretGun();
return;
}
if (m_pGrenade && rand() / 21474836.f <= m_fGrenadeAwareness) {
BecomeTurretGuy();
return;
}
if (!G_SightTrace(
EyePosition(),
vec_zero,
vec_zero,
static_cast<Sentient *>(G_GetEntity(0))->EyePosition(),
this,
G_GetEntity(0),
MASK_CANSEE,
qfalse,
"Actor::Think_MachineGunner"
)) {
ThinkHoldGun_TurretGun();
return;
}
if (m_ThinkStates[THINKLEVEL_IDLE] != THINKSTATE_IDLE) {
BecomeTurretGuy();
return;
}
if (m_Enemy && !(m_Enemy->flags & FL_NOTARGET) && !EnemyIsDisguised() && m_PotentialEnemies.IsEnemyConfirmed()) {
BecomeTurretGuy();
return;
}
if (m_Enemy && m_iCuriousTime || (m_Enemy && !EnemyIsDisguised() && !m_PotentialEnemies.IsEnemyConfirmed())) {
m_iCuriousAnimHint = 6;
BecomeTurretGuy();
return;
}
ThinkHoldGun_TurretGun();
}
void Actor::Think_MachineGunner(void)
{
if (!RequireThink()) {
return;
}
if (m_pTurret && m_pTurret->GetOwner() == this && !m_bNoPlayerCollision) {
UpdateEyeOrigin();
Think_MachineGunner_TurretGun();
} else {
BecomeTurretGuy();
}
}
void Actor::FinishedAnimation_MachineGunner(void)
{
if (!m_bAnimScriptSet && m_State == ACTOR_STATE_MACHINE_GUNNER_RELOADING) {
TransitionState(ACTOR_STATE_MACHINE_GUNNER_READY, 0);
Unregister(STRING_ANIMDONE);
}
}
bool Actor::MachineGunner_CanSee(Entity *ent, float fov, float vision_distance)
{
float delta[2];
delta[0] = ent->centroid[0] - centroid[0];
delta[1] = ent->centroid[1] - centroid[1];
if ((vision_distance <= 0.0f)
|| (delta[0] * delta[0] + delta[1] * delta[1]) <= (vision_distance * vision_distance)) {
if (gi.AreasConnected(edict->r.areanum, ent->edict->r.areanum)
&& ((fov <= 0.0f || fov >= 360.0f) || (FovCheck(delta, cos(fov * (0.5 * M_PI / 180.0)))))) {
return G_SightTrace(
centroid,
vec_zero,
vec_zero,
ent->centroid,
m_pTurret,
ent,
MASK_CANSEE,
0,
"Actor::MachineGunner_CanSee"
);
}
}
return false;
}