openmohaa/code/fgame/actor_disguise_common.cpp
2023-10-22 14:56:41 +02:00

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