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

191 lines
3.7 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_weaponless.cpp
#include "actor.h"
void Actor::InitWeaponless
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Weaponless;
func->BeginState = &Actor::Begin_Weaponless;
func->SuspendState = &Actor::Suspend_Weaponless;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
func->FinishedAnimation = &Actor::FinishedAnimation_Weaponless;
func->IsState = &Actor::IsAttackState;
}
void Actor::Begin_Weaponless
(
void
)
{
DoForceActivate();
m_csMood = STRING_ALERT;
m_csIdleMood = STRING_NERVOUS;
if (level.inttime < m_iEnemyChangeTime + 200)
{
SetLeashHome(origin);
if (AttackEntryAnimation())
{
m_bLockThinkState = true;
TransitionState(902, 0);
}
}
TransitionState(900, 0);
}
void Actor::Suspend_Weaponless
(
void
)
{
if (m_State <= 902)
{
TransitionState(900, 0);
}
}
void Actor::Think_Weaponless
(
void
)
{
if (RequireThink())
{
UpdateEyeOrigin();
NoPoint();
UpdateEnemy(500);
if (m_State == 902)
{
ContinueAnimation();
}
else
{
m_bLockThinkState = false;
if (!m_Enemy)
{
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
IdleThink();
return;
}
if (m_State == 900)
{
State_Weaponless_Normal();
}
else if (m_State == 901)
{
State_Weaponless_Grenade();
}
else
{
Com_Printf("Think_Weaponless: invalid think state %i\n", m_State);
char assertStr[16317] = { 0 };
strcpy(assertStr, "\"invalid think state\"\n\tMessage: ");
Q_strcat(assertStr, sizeof(assertStr), DumpCallTrace("thinkstate = %i", m_State));
assert(!assertStr);
}
CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_NORMAL);
}
PostThink(true);
if (GetWeapon(WEAPON_MAIN))
SetThink(THINKSTATE_ATTACK, THINK_TURRET);
}
}
void Actor::FinishedAnimation_Weaponless
(
void
)
{
if (m_State <= 902)
{
TransitionState(900, 4000);
}
}
void Actor::State_Weaponless_Normal
(
void
)
{
int iStateTime;
if (m_bScriptGoalValid)
SetPath(
m_vScriptGoal,
NULL,
0,
NULL,
0);
if (PathExists() && !PathComplete())
{
FaceMotion();
Anim_RunToDanger(3);
}
else
{
m_bScriptGoalValid = false;
AimAtTargetPos();
Anim_Stand();
if (level.inttime >= m_iStateTime)
{
if (DecideToThrowGrenade(m_Enemy->velocity + m_Enemy->origin, &m_vGrenadeVel, &m_eGrenadeMode))
{
SetDesiredYawDir(m_vGrenadeVel);
m_State = 901;
m_eNextAnimMode = 1;
m_bNextForceStart = false;
m_csNextAnimString = (m_eGrenadeMode == AI_GREN_TOSS_ROLL) ? STRING_ANIM_GRENADETOSS_SCR : STRING_ANIM_GRENADETHROW_SCR;
iStateTime = level.inttime;
}
else
{
m_State = 900;
iStateTime = level.inttime + 1000;
}
m_iStateTime = iStateTime;
}
}
}
void Actor::State_Weaponless_Grenade
(
void
)
{
GenericGrenadeTossThink();
}