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/*
===========================================================================
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_disguise_salute.cpp
#include "actor.h"
void Actor::InitDisguiseSalute(GlobalFuncs_t *func)
{
func->ThinkState = &Actor::Think_DisguiseSalute;
func->BeginState = &Actor::Begin_DisguiseSalute;
func->EndState = &Actor::End_DisguiseSalute;
func->ResumeState = &Actor::Resume_DisguiseSalute;
func->SuspendState = &Actor::Suspend_DisguiseSalute;
func->FinishedAnimation = &Actor::FinishedAnimation_DisguiseSalute;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Disguise;
func->IsState = &Actor::IsDisguiseState;
}
void Actor::Begin_DisguiseSalute(void)
{
Com_Printf("Saluting guy....\n");
m_csMood = STRING_BORED;
assert(m_Enemy);
if (!m_Enemy) {
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
return;
}
if ((EnemyIsDisguised() || (m_Enemy->flags & FL_NOTARGET)) && level.m_bAlarm != qtrue) {
SetDesiredYawDest(m_Enemy->origin);
SetDesiredLookDir(m_Enemy->origin - origin);
DesiredAnimation(ANIM_MODE_NORMAL, STRING_ANIM_DISGUISE_SALUTE_SCR);
} else {
SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_IDLE);
}
}
void Actor::End_DisguiseSalute(void)
{
m_iNextDisguiseTime = level.inttime + m_iDisguisePeriod;
}
void Actor::Resume_DisguiseSalute(void)
{
Begin_DisguiseSalute();
}
void Actor::Suspend_DisguiseSalute(void)
{
End_DisguiseSalute();
}
void Actor::Think_DisguiseSalute(void)
{
NoPoint();
ContinueAnimation();
UpdateEnemy(2000);
assert(m_Enemy != NULL);
if (!m_Enemy) {
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
return;
}
if (!EnemyIsDisguised() && !(m_Enemy->flags & FL_NOTARGET)) {
SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_IDLE);
return;
}
if (level.m_bAlarm == qtrue) {
SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_IDLE);
return;
}
SetDesiredYawDest(m_Enemy->origin);
SetDesiredLookDir(m_Enemy->origin - origin);
PostThink(true);
}
void Actor::FinishedAnimation_DisguiseSalute(void)
{
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
}
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