openmohaa/code/fgame/actor_badplace.cpp
2023-10-15 20:53:20 +02:00

84 lines
2.5 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_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);
}