mirror of
https://github.com/openmoh/openmohaa.git
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138 lines
4 KiB
C++
138 lines
4 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_disguise_common.cpp
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#include "actor.h"
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void Actor::InitDisguiseNone(GlobalFuncs_t *func)
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{
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func->IsState = &Actor::IsDisguiseState;
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}
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void Actor::State_Disguise_Wait(void)
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{
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float fDistSquared;
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vec2_t vDelta;
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VectorSub2D(origin, m_Enemy->origin, vDelta);
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fDistSquared = VectorLength2DSquared(vDelta);
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DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DISGUISE_WAIT_SCR);
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if (fDistSquared * 4 < m_fMaxDisguiseDistSquared) {
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TransitionState(ACTOR_STATE_DISGUISE_PAPERS);
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return;
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}
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if (level.inttime <= m_iStateTime + 3000) {
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return;
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}
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if (fDistSquared > Square(256)) {
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
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} else {
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TransitionState(ACTOR_STATE_DISGUISE_PAPERS);
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}
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}
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void Actor::State_Disguise_Papers(void)
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{
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vec2_t vDelta;
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DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DISGUISE_PAPERS_SCR);
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if (m_iEnemyShowPapersTime >= m_Enemy->m_ShowPapersTime) {
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if (level.inttime > m_iStateTime + 12000) {
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TransitionState(ACTOR_STATE_DISGUISE_ENEMY);
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} else {
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VectorSub2D(origin, m_Enemy->origin, vDelta);
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if (VectorLength2DSquared(vDelta) > Square(256)) {
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TransitionState(ACTOR_STATE_DISGUISE_HALT, 0);
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}
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}
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} else if (level.m_iPapersLevel < m_iDisguiseLevel) {
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TransitionState(ACTOR_STATE_DISGUISE_DENY);
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} else {
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if (m_DisguiseAcceptThread.IsSet()) {
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m_DisguiseAcceptThread.Execute(this);
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}
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TransitionState(ACTOR_STATE_DISGUISE_ACCEPT);
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}
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}
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void Actor::State_Disguise_Fake_Papers(void)
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{
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vec2_t vDelta;
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DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DISGUISE_PAPERS_SCR);
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if (m_iEnemyShowPapersTime < m_Enemy->m_ShowPapersTime || level.inttime > m_iStateTime + 12000) {
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TransitionState(ACTOR_STATE_DISGUISE_ENEMY);
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return;
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}
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VectorSub2D(origin, m_Enemy->origin, vDelta);
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if (VectorLength2DSquared(vDelta) > Square(256)) {
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TransitionState(ACTOR_STATE_DISGUISE_HALT, 0);
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}
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}
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void Actor::State_Disguise_Enemy(void)
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{
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DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DISGUISE_ENEMY_SCR);
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if (level.inttime > m_iStateTime + 3000 && !(m_Enemy->flags & FL_NOTARGET)) {
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SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_IDLE);
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}
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}
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void Actor::State_Disguise_Halt(void)
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{
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DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DISGUISE_HALT_SCR);
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if (level.inttime > m_iStateTime + 1500 && !(m_Enemy->flags & FL_NOTARGET)) {
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SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_IDLE);
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}
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}
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void Actor::State_Disguise_Accept(void)
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{
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DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DISGUISE_ACCEPT_SCR);
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if (level.inttime > m_iStateTime + 3000) {
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
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SetThink(THINKSTATE_DISGUISE, THINK_DISGUISE_SALUTE);
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}
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}
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void Actor::State_Disguise_Deny(void)
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{
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DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DISGUISE_DENY_SCR);
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if (level.inttime > m_iStateTime + 3000) {
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
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}
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}
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