openmohaa/code/fgame/actor_alarm.cpp
2023-10-19 23:15:36 +02:00

129 lines
3.2 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_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) {
State_Alarm_StartThread();
return;
}
SetPath(m_AlarmNode, "Actor::Begin_Alarm", 0);
if (PathExists()) {
TransitionState(ACTOR_STATE_ALARM_MOVE, 0);
} else {
TransitionState(ACTOR_STATE_ALARM_IDLE, 0);
parm.movefail = true;
}
}
void Actor::End_Alarm(void)
{
parm.movefail = true;
}
void Actor::State_Alarm_StartThread(void)
{
SetLeashHome(m_AlarmNode ? m_AlarmNode->origin : origin);
// Added in 2.30.
// Execute the pre-alarm thread
m_PreAlarmThread.Execute(this);
TransitionState(ACTOR_STATE_ALARM_IDLE, 0);
m_AlarmThread.Execute(this);
}
void Actor::State_Alarm_Move(void)
{
if (!PathExists()) {
TransitionState(ACTOR_STATE_ALARM_IDLE, 0);
parm.movefail = true;
Anim_Aim();
AimAtTargetPos();
} else if (PathComplete()) {
Anim_Aim();
AimAtTargetPos();
State_Alarm_StartThread();
} else {
Anim_RunToAlarm(ANIM_MODE_PATH);
FaceMotion();
}
}
void Actor::State_Alarm_Idle(void)
{
Anim_Aim();
AimAtTargetPos();
SetThink(THINKSTATE_ATTACK, THINK_TURRET);
}
void Actor::Think_Alarm(void)
{
if (!RequireThink()) {
return;
}
parm.movefail = false;
UpdateEyeOrigin();
NoPoint();
switch (m_State) {
case ACTOR_STATE_ALARM_IDLE:
m_pszDebugState = "idle";
State_Alarm_Idle();
break;
case ACTOR_STATE_ALARM_MOVE:
m_pszDebugState = "move";
State_Alarm_Move();
break;
default:
Com_Printf("Actor::Think_Alarm: invalid think state %i\n", m_State);
break;
}
}
void Actor::FinishedAnimation_Alarm(void)
{
// not needed
return;
}