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84 lines
2.5 KiB
C++
84 lines
2.5 KiB
C++
/*
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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.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// actor_badplace.cpp
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#include "actor.h"
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void Actor::InitBadPlace(GlobalFuncs_t *func)
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{
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func->ThinkState = &Actor::Think_BadPlace;
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func->BeginState = &Actor::Begin_BadPlace;
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func->EndState = &Actor::End_BadPlace;
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func->ResumeState = &Actor::Begin_BadPlace;
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func->SuspendState = &Actor::End_BadPlace;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_BadPlace;
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func->IsState = &Actor::IsBadPlaceState;
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}
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void Actor::Begin_BadPlace(void)
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{
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DoForceActivate();
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m_csMood = STRING_ALERT;
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m_csIdleMood = STRING_NERVOUS;
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badplace_t& badplace = level.m_badPlaces.ObjectAt(m_iBadPlaceIndex);
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FindPathAway(badplace.m_vOrigin, origin - badplace.m_vOrigin, badplace.m_fRadius + 64);
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}
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void Actor::End_BadPlace(void)
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{
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m_iBadPlaceIndex = 0;
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}
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void Actor::Think_BadPlace(void)
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{
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if (m_bEnableEnemy) {
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UpdateEnemy(200);
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}
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m_pszDebugState = "";
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NoPoint();
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if (!PathExists() || PathComplete() || !m_iBadPlaceIndex) {
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m_iBadPlaceIndex = 0;
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if (!m_Enemy || (m_Enemy->flags & FL_NOTARGET)) {
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
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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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if (m_Enemy) {
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m_pszDebugState = "badplace_shoot";
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FaceEnemyOrMotion(m_iStateTime);
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Anim_RunAwayFiring(ANIM_MODE_PATH);
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} else {
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m_pszDebugState = "badplace_run";
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FaceMotion();
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Anim_RunToInOpen(ANIM_MODE_PATH);
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}
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PostThink(false);
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}
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