mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-29 06:07:57 +03:00
129 lines
3.2 KiB
C++
129 lines
3.2 KiB
C++
/*
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===========================================================================
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Copyright (C) 2023 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// actor_alarm.cpp
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#include "actor.h"
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void Actor::InitAlarm(GlobalFuncs_t *func)
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{
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func->BeginState = &Actor::Begin_Alarm;
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func->EndState = &Actor::End_Alarm;
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func->ThinkState = &Actor::Think_Alarm;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
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func->IsState = &Actor::IsAttackState;
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}
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void Actor::Begin_Alarm(void)
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{
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DoForceActivate();
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m_csMood = STRING_ALERT;
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m_csIdleMood = STRING_NERVOUS;
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if (!m_AlarmNode) {
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State_Alarm_StartThread();
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return;
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}
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SetPath(m_AlarmNode, "Actor::Begin_Alarm", 0);
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if (PathExists()) {
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TransitionState(ACTOR_STATE_ALARM_MOVE, 0);
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} else {
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TransitionState(ACTOR_STATE_ALARM_IDLE, 0);
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parm.movefail = true;
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}
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}
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void Actor::End_Alarm(void)
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{
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parm.movefail = true;
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}
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void Actor::State_Alarm_StartThread(void)
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{
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SetLeashHome(m_AlarmNode ? m_AlarmNode->origin : origin);
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// Added in 2.30.
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// Execute the pre-alarm thread
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m_PreAlarmThread.Execute(this);
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TransitionState(ACTOR_STATE_ALARM_IDLE, 0);
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m_AlarmThread.Execute(this);
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}
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void Actor::State_Alarm_Move(void)
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{
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if (!PathExists()) {
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TransitionState(ACTOR_STATE_ALARM_IDLE, 0);
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parm.movefail = true;
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Anim_Aim();
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AimAtTargetPos();
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} else if (PathComplete()) {
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Anim_Aim();
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AimAtTargetPos();
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State_Alarm_StartThread();
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} else {
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Anim_RunToAlarm(ANIM_MODE_PATH);
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FaceMotion();
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}
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}
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void Actor::State_Alarm_Idle(void)
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{
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Anim_Aim();
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AimAtTargetPos();
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SetThink(THINKSTATE_ATTACK, THINK_TURRET);
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}
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void Actor::Think_Alarm(void)
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{
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if (!RequireThink()) {
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return;
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}
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parm.movefail = false;
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UpdateEyeOrigin();
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NoPoint();
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switch (m_State) {
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case ACTOR_STATE_ALARM_IDLE:
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m_pszDebugState = "idle";
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State_Alarm_Idle();
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break;
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case ACTOR_STATE_ALARM_MOVE:
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m_pszDebugState = "move";
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State_Alarm_Move();
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break;
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default:
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Com_Printf("Actor::Think_Alarm: invalid think state %i\n", m_State);
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break;
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}
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}
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void Actor::FinishedAnimation_Alarm(void)
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{
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// not needed
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return;
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}
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