openmohaa/code/fgame/actor_alarm.cpp
2023-07-05 20:52:55 +02:00

166 lines
2.8 KiB
C++

/*
===========================================================================
Copyright (C) 2015 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_alarm.cpp
#include "actor.h"
void Actor::InitAlarm
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Alarm;
func->EndState = &Actor::End_Alarm;
func->ThinkState = &Actor::Think_Alarm;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
func->IsState = &Actor::IsAttackState;
}
void Actor::Begin_Alarm
(
void
)
{
DoForceActivate();
m_csMood = STRING_ALERT;
m_csIdleMood = STRING_NERVOUS;
if( m_AlarmNode )
{
SetPath( m_AlarmNode, "Actor::Begin_Alarm", 0 );
if( PathExists() )
{
TransitionState(601, 0);
}
else
{
TransitionState(600, 0);
parm.movefail = true;
}
}
else
{
SetLeashHome( origin );
TransitionState(600, 0);
m_AlarmThread.Execute( this );
}
}
void Actor::End_Alarm
(
void
)
{
parm.movefail = true;
}
void Actor::State_Alarm_StartThread
(
void
)
{
if( m_AlarmNode )
SetLeashHome( m_AlarmNode->origin );
else
SetLeashHome( origin );
TransitionState(600, 0);
m_AlarmThread.Execute();
}
void Actor::State_Alarm_Move
(
void
)
{
if( PathExists() )
{
if( PathComplete() )
{
Anim_Aim();
AimAtTargetPos();
}
else
{
Anim_RunToAlarm( 2 );
FaceMotion();
}
}
else
{
TransitionState(600, 0);
parm.movefail = true;
Anim_Aim();
AimAtTargetPos();
}
}
void Actor::State_Alarm_Idle
(
void
)
{
AimAtTargetPos();
SetThink(THINKSTATE_ATTACK, THINK_TURRET);
}
void Actor::Think_Alarm
(
void
)
{
if( !RequireThink() )
return;
parm.movefail = false;
UpdateEyeOrigin();
NoPoint();
if( m_State == 600 )
{
m_pszDebugState = "idle";
State_Alarm_Idle();
}
else if( m_State == 601 )
{
m_pszDebugState = "move";
State_Alarm_Move();
}
else
{
Com_Printf( "Actor::Think_Alarm: invalid think state %i\n", m_State );
}
}
void Actor::FinishedAnimation_Alarm
(
void
)
{
// not needed
return;
}