openmohaa/code/fgame/actor_balcony.cpp
2024-06-07 20:34:13 +02:00

417 lines
12 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_balcony.cpp
#include "actor.h"
#include "scriptexception.h"
void Actor::InitBalconyIdle(GlobalFuncs_t *func)
{
func->ThinkState = &Actor::Think_Idle;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
func->Pain = &Actor::Pain_Balcony;
func->Killed = &Actor::Killed_Balcony;
func->IsState = &Actor::IsIdleState;
}
void Actor::InitBalconyCurious(GlobalFuncs_t *func)
{
func->ThinkState = &Actor::Think_Curious;
func->BeginState = &Actor::Begin_Curious;
func->EndState = &Actor::End_Curious;
func->ResumeState = &Actor::Resume_Curious;
func->SuspendState = &Actor::Suspend_Curious;
func->FinishedAnimation = &Actor::FinishedAnimation_Curious;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Curious;
func->IsState = &Actor::IsCuriousState;
func->Pain = &Actor::Pain_Balcony;
func->Killed = &Actor::Killed_Balcony;
}
void Actor::InitBalconyAttack(GlobalFuncs_t *func)
{
func->ThinkState = &Actor::Think_BalconyAttack;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
func->BeginState = &Actor::Begin_BalconyAttack;
func->FinishedAnimation = &Actor::FinishedAnimation_BalconyAttack;
func->Pain = &Actor::Pain_Balcony;
func->Killed = &Actor::Killed_Balcony;
func->IsState = &Actor::IsAttackState;
func->PostShoot = &Actor::State_Balcony_PostShoot;
}
void Actor::InitBalconyDisguise(GlobalFuncs_t *func)
{
func->IsState = &Actor::IsDisguiseState;
}
void Actor::InitBalconyGrenade(GlobalFuncs_t *func)
{
func->IsState = &Actor::IsGrenadeState;
}
void Actor::InitBalconyPain(GlobalFuncs_t *func)
{
func->BeginState = &Actor::Begin_Pain;
func->ThinkState = &Actor::Think_Pain;
func->FinishedAnimation = &Actor::FinishedAnimation_Pain;
func->Pain = &Actor::Pain_Balcony;
func->Killed = &Actor::Killed_Balcony;
func->IsState = &Actor::IsPainState;
}
void Actor::InitBalconyKilled(GlobalFuncs_t *func)
{
func->BeginState = &Actor::Begin_BalconyKilled;
func->EndState = &Actor::End_BalconyKilled;
func->ThinkState = &Actor::Think_BalconyKilled;
func->FinishedAnimation = &Actor::FinishedAnimation_BalconyKilled;
func->IsState = &Actor::IsKilledState;
}
void Actor::Pain_Balcony(Event *ev)
{
SetThink(THINKSTATE_PAIN, THINK_BALCONY_PAIN);
HandlePain(ev);
}
void Actor::Killed_Balcony(Event *ev, bool bPlayDeathAnim)
{
ClearStates();
SetThink(THINKSTATE_KILLED, THINK_BALCONY_KILLED);
HandleKilled(ev, true);
if (!bPlayDeathAnim) {
ScriptError("cannot do 'bedead' on balcony guys");
}
}
void Actor::Begin_BalconyAttack(void)
{
TransitionState(ACTOR_STATE_BALCONY_ATTACK_FIND_ENEMY, 0);
}
void Actor::State_Balcony_PostShoot(void)
{
if (m_Enemy) {
TransitionState(ACTOR_STATE_BALCONY_ATTACK_TARGET, 0);
}
}
void Actor::State_Balcony_FindEnemy(void)
{
m_bHasDesiredLookAngles = false;
Anim_Aim();
if (CanSeeEnemy(200)) {
TransitionState(ACTOR_STATE_BALCONY_ATTACK_TARGET, 0);
}
}
void Actor::State_Balcony_Target(void)
{
Anim_Aim();
AimAtTargetPos();
if (level.inttime > m_iStateTime + 1000) {
if (CanSeeEnemy(0) && CanShootEnemy(0)) {
TransitionState(ACTOR_STATE_BALCONY_ATTACK_SHOOT, 0);
} else {
ClearPath();
TransitionState(ACTOR_STATE_BALCONY_ATTACK_FIND_ENEMY, 0);
}
}
}
void Actor::State_Balcony_Shoot(void)
{
Anim_Shoot();
AimAtTargetPos();
}
void Actor::Think_BalconyAttack(void)
{
if (!RequireThink()) {
return;
}
UpdateEyeOrigin();
UpdateEnemy(500);
if (!m_Enemy) {
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
IdleThink();
return;
}
NoPoint();
switch (m_State) {
case ACTOR_STATE_BALCONY_ATTACK_TARGET:
m_pszDebugState = "target";
State_Balcony_Target();
break;
case ACTOR_STATE_BALCONY_ATTACK_SHOOT:
m_pszDebugState = "shoot";
State_Balcony_Shoot();
break;
case ACTOR_STATE_BALCONY_ATTACK_FIND_ENEMY:
m_pszDebugState = "findenemy";
State_Balcony_FindEnemy();
break;
default:
Com_Printf("Actor::Think_BalconyAttack: invalid think state %i\n", m_State);
assert(0);
break;
}
PostThink(true);
}
void Actor::FinishedAnimation_BalconyAttack(void)
{
if (m_State == ACTOR_STATE_BALCONY_ATTACK_SHOOT) {
State_Balcony_PostShoot();
}
}
bool Actor::CalcFallPath(void)
{
mmove_t mm;
int currentPos = 0;
int loop;
vec3_t pos[200];
float startDeltaTime;
float nextTime;
vec3_t vRelDelta;
vec3_t vAbsDelta;
float animTime;
int anim;
int i;
float startTime;
SetMoveInfo(&mm);
mm.tracemask &= ~(CONTENTS_BODY | CONTENTS_UNKNOWN2 | CONTENTS_NOBOTCLIP | CONTENTS_BBOX);
mm.desired_speed = 80;
VectorCopy2D(orientation[0], mm.desired_dir);
anim = gi.Anim_NumForName(edict->tiki, "death_balcony_intro");
animTime = gi.Anim_Time(edict->tiki, anim);
startTime = 0.65f;
for (;;) {
MmoveSingle(&mm);
VectorCopy(mm.origin, pos[currentPos]);
currentPos++;
if (currentPos >= ARRAY_LEN(pos)) {
return false;
}
if (mm.hit_obstacle) {
break;
}
if (!mm.groundPlane) {
return false;
}
startTime -= level.frametime;
if (startTime < 0) {
return false;
}
}
for (startDeltaTime = 0.65f; startDeltaTime < animTime; startDeltaTime = nextTime) {
nextTime = startDeltaTime + level.frametime;
if (nextTime >= animTime - 0.01f) {
nextTime = animTime;
}
gi.Anim_DeltaOverTime(edict->tiki, anim, startDeltaTime, nextTime, vRelDelta);
MatrixTransformVector(vRelDelta, orientation, vAbsDelta);
VectorAdd(mm.origin, vAbsDelta, mm.origin);
VectorCopy(mm.origin, pos[currentPos]);
currentPos++;
if (currentPos >= ARRAY_LEN(pos)) {
return false;
}
}
loop = currentPos;
mm.desired_speed = 0;
mm.groundPlane = qfalse;
mm.walking = false;
VectorSet(mm.velocity, 0, 0, -171);
do {
MmoveSingle(&mm);
VectorCopy(mm.origin, pos[currentPos]);
currentPos++;
if (currentPos >= ARRAY_LEN(pos)) {
return false;
}
if (mm.hit_obstacle) {
return false;
}
} while (!mm.groundPlane);
if (origin[2] - pos[currentPos - 1][2] < m_fBalconyHeight) {
return false;
}
m_pFallPath = (FallPath*)gi.Malloc(sizeof(FallPath) + sizeof(FallPath::pos) * (currentPos - 1));
m_pFallPath->length = currentPos;
m_pFallPath->currentPos = 0;
m_pFallPath->startTime = startTime;
m_pFallPath->loop = loop;
for (i = 0; i < currentPos; i++) {
VectorCopy(pos[i], m_pFallPath->pos[i]);
}
return true;
}
void Actor::Begin_BalconyKilled(void)
{
ClearPath();
ResetBoneControllers();
PostEvent(EV_Actor_DeathEmbalm, 0.05f);
if (CalcFallPath()) {
TransitionState(ACTOR_STATE_BALCONY_KILLED_BEGIN, 0);
} else {
TransitionState(ACTOR_STATE_BALCONY_KILLED_NORMAL, 0);
}
}
void Actor::End_BalconyKilled(void)
{
if (m_pFallPath) {
gi.Free(m_pFallPath);
m_pFallPath = NULL;
}
}
void Actor::Think_BalconyKilled(void)
{
int animnum;
Unregister(STRING_ANIMDONE);
if (m_State == ACTOR_STATE_BALCONY_KILLED_END) {
m_pszDebugState = "";
return;
}
NoPoint();
ForwardLook();
switch (m_State) {
case ACTOR_STATE_BALCONY_KILLED_BEGIN:
m_bNextForceStart = true;
m_eNextAnimMode = ANIM_MODE_FALLING_PATH;
m_pszDebugState = "begin";
m_csNextAnimString = STRING_ANIM_NO_KILLED_SCR;
animnum = gi.Anim_NumForName(edict->tiki, "death_balcony_intro");
ChangeMotionAnim();
m_bMotionAnimSet = true;
m_iMotionSlot = GetMotionSlot(0);
m_weightType[m_iMotionSlot] = ANIM_WEIGHT_MOTION;
m_weightCrossBlend[m_iMotionSlot] = 0.0;
m_weightBase[m_iMotionSlot] = 1.0;
NewAnim(animnum, m_iMotionSlot);
SetTime(m_iMotionSlot, m_pFallPath->startTime);
UpdateNormalAnimSlot(m_iMotionSlot);
TransitionState(ACTOR_STATE_BALCONY_KILLED_INTRO, 0);
break;
case ACTOR_STATE_BALCONY_KILLED_INTRO:
m_bNextForceStart = false;
m_pszDebugState = "intro";
m_eNextAnimMode = ANIM_MODE_FALLING_PATH;
m_csNextAnimString = STRING_ANIM_NO_KILLED_SCR;
break;
case ACTOR_STATE_BALCONY_KILLED_LOOP:
m_pszDebugState = "loop";
Anim_FullBody(STRING_DEATH_BALCONY_LOOP, 7);
break;
case ACTOR_STATE_BALCONY_KILLED_LOOP_END:
TransitionState(804, 0);
StopAllAnimating();
case ACTOR_STATE_BALCONY_KILLED_OUTTRO:
m_pszDebugState = "outtro";
Anim_FullBody(STRING_DEATH_BALCONY_OUTTRO, 1);
break;
case ACTOR_STATE_BALCONY_KILLED_NORMAL:
m_pszDebugState = "normal";
Anim_Killed();
break;
default:
Com_Printf("Actor::Think_BalconyKilled: invalid think state %i\n", m_State);
assert(0);
}
PostThink(false);
if (m_State >= ACTOR_STATE_BALCONY_KILLED_BEGIN) {
if (m_State == ACTOR_STATE_BALCONY_KILLED_INTRO) {
if (m_pFallPath->currentPos >= m_pFallPath->length) {
TransitionState(ACTOR_STATE_BALCONY_KILLED_LOOP_END, 0);
}
else if (m_pFallPath->currentPos >= m_pFallPath->loop) {
TransitionState(ACTOR_STATE_BALCONY_KILLED_LOOP, 0);
}
} else if (m_State == ACTOR_STATE_BALCONY_KILLED_LOOP) {
if (m_pFallPath->currentPos >= m_pFallPath->length) {
TransitionState(ACTOR_STATE_BALCONY_KILLED_LOOP_END, 0);
}
}
}
}
void Actor::FinishedAnimation_BalconyKilled(void)
{
switch (m_State) {
case ACTOR_STATE_BALCONY_KILLED_OUTTRO:
case ACTOR_STATE_BALCONY_KILLED_NORMAL:
BecomeCorpse();
TransitionState(ACTOR_STATE_BALCONY_KILLED_END, 0);
break;
case ACTOR_STATE_BALCONY_KILLED_INTRO:
TransitionState(ACTOR_STATE_BALCONY_KILLED_LOOP, 0);
StopAllAnimating();
break;
}
}