openmohaa/code/fgame/actor_runandshoot.cpp
2024-08-26 23:45:41 +02:00

175 lines
4.5 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_runandshoot.cpp
//
// Added in 2.30
//
#include "actor.h"
void Actor::InitRunAndShoot(GlobalFuncs_t *func)
{
func->ThinkState = &Actor::Think_RunAndShoot;
func->BeginState = &Actor::Begin_RunAndShoot;
func->EndState = &Actor::End_RunAndShoot;
func->ResumeState = &Actor::Resume_RunAndShoot;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
func->ShowInfo = &Actor::ShowInfo_RunAndShoot;
func->IsState = &Actor::IsAttackState;
}
void Actor::Begin_RunAndShoot(void)
{
if (m_patrolCurrentNode) {
m_State = ACTOR_STATE_RUN_AND_SHOOT_RUNNING;
} else {
m_State = ACTOR_STATE_RUN_AND_SHOOT_RUN;
}
}
void Actor::End_RunAndShoot(void)
{
m_vHome = origin;
m_pTetherEnt = NULL;
}
void Actor::Resume_RunAndShoot(void) {}
void Actor::Think_RunAndShoot(void)
{
if (m_State == ACTOR_STATE_RUN_AND_SHOOT_RUNNING) {
State_RunAndShoot_Running();
} else if (m_State == ACTOR_STATE_RUN_AND_SHOOT_RUN) {
SetThink(THINKSTATE_ATTACK, THINK_COVER);
}
}
void Actor::ShowInfo_RunAndShoot(void) {}
void Actor::State_RunAndShoot_Running(void)
{
Entity *player;
bool bMoveDone;
if (!RequireThink()) {
return;
}
parm.movefail = false;
UpdateEyeOrigin();
NoPoint();
m_pszDebugState = "";
bMoveDone = RunAndShoot_MoveToPatrolCurrentNode();
CheckForThinkStateTransition();
player = G_GetEntity(0);
if (player) {
vec2_t delta;
VectorSub2D(player->origin, origin, delta);
if (VectorLength2DSquared(delta) < Square(150)) {
ClearPatrolCurrentNode();
}
}
if (!m_patrolCurrentNode) {
if (m_Enemy) {
SetThink(THINKSTATE_ATTACK, THINK_TURRET);
} else {
SetThinkIdle(THINK_IDLE);
}
m_bScriptGoalValid = false;
parm.movedone = true;
Unregister(STRING_MOVEDONE);
} else if (bMoveDone) {
ClearPatrolCurrentNode();
if (m_Enemy) {
SetThink(THINKSTATE_ATTACK, THINK_TURRET);
} else {
SetThinkIdle(THINK_IDLE);
}
parm.movedone = true;
Unregister(STRING_MOVEDONE);
}
Unregister(STRING_MOVE);
CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_IDLE);
PostThink(true);
}
bool Actor::RunAndShoot_MoveToPatrolCurrentNode(void)
{
UpdatePatrolCurrentNode();
if (!m_patrolCurrentNode || m_bPatrolWaitTrigger) {
IdleLook();
Anim_Idle();
return false;
}
SetPath(m_patrolCurrentNode->origin, "Actor::RunAndShoot_MoveToPatrolCurrentNode", 0, NULL, 0);
if (!PathExists()) {
IdleLook();
Anim_Idle();
parm.movefail = true;
return false;
}
if (MoveOnPathWithSquad()) {
if (m_Enemy) {
DesiredAnimation(ANIM_MODE_PATH, STRING_ANIM_RUNTO_INOPEN_SCR);
AimAtTargetPos();
} else {
DesiredAnimation(ANIM_MODE_PATH, STRING_ANIM_CROUCH_RUN_SCR);
FaceMotion();
}
} else if (m_Enemy) {
AimAtTargetPos();
Anim_Attack();
} else {
Anim_Stand();
IdleLook();
}
if (m_fMoveDoneRadiusSquared) {
if (PathComplete()) {
return true;
}
if (m_Path.HasCompleteLookahead() && !m_patrolCurrentNode->Next()) {
return VectorLength2DSquared(PathDelta()) <= m_fMoveDoneRadiusSquared;
}
}
return false;
}