openmohaa/code/fgame/actor_patrol.cpp

100 lines
2.7 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_patrol.cpp
#include "actor.h"
void Actor::InitPatrol(GlobalFuncs_t *func)
{
func->ThinkState = &Actor::Think_Patrol;
func->BeginState = &Actor::Begin_Patrol;
func->EndState = &Actor::End_Patrol;
func->ResumeState = &Actor::Resume_Patrol;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
func->ShowInfo = &Actor::ShowInfo_Patrol;
func->IsState = &Actor::IsIdleState;
}
void Actor::Begin_Patrol(void)
{
m_csMood = STRING_BORED;
StopTurning();
ClearPath();
}
void Actor::End_Patrol(void)
{
parm.movefail = true;
}
void Actor::Resume_Patrol(void) {}
void Actor::Think_Patrol(void)
{
bool bMoveInRadius;
if (!RequireThink()) {
return;
}
parm.movefail = false;
UpdateEyeOrigin();
NoPoint();
m_pszDebugState = "";
m_csPatrolCurrentAnim = STRING_ANIM_PATROL_SCR;
bMoveInRadius = MoveToPatrolCurrentNode();
if (m_fLookAroundFov > 1.0) {
LookAround(m_fLookAroundFov);
}
CheckForThinkStateTransition();
if (!m_patrolCurrentNode) {
SetThinkIdle(THINK_IDLE);
m_bScriptGoalValid = false;
parm.movedone = true;
Unregister(STRING_MOVEDONE);
} else if (bMoveInRadius) {
ClearPatrolCurrentNode();
SetThinkIdle(THINK_IDLE);
// Added in OPM
// Not sure why it was not cleared originally.
// Once you reach your goal, there is no point
// in leaving it set to true
m_bScriptGoalValid = false;
parm.movedone = true;
Unregister(STRING_MOVEDONE);
}
PostThink(true);
}
void Actor::ShowInfo_Patrol(void)
{
ShowInfo_PatrolCurrentNode();
}