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bearstonem--openmohaa-vr/code/fgame/actor_dog.cpp
T

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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.cpp:
#include "actor.h"
void Actor::InitDogIdle(GlobalFuncs_t *func)
{
func->BeginState = &Actor::Begin_Dog;
func->EndState = &Actor::End_Dog;
func->ThinkState = &Actor::Think_Dog_Idle;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
func->IsState = &Actor::IsDogState;
}
void Actor::InitDogAttack(GlobalFuncs_t *func)
{
func->BeginState = &Actor::Begin_Dog;
func->EndState = &Actor::End_Dog;
func->ThinkState = &Actor::Think_Dog_Attack;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Attack;
func->IsState = &Actor::IsDogState;
}
void Actor::InitDogCurious(GlobalFuncs_t *func)
{
func->BeginState = &Actor::Begin_Dog;
func->EndState = &Actor::End_Dog;
func->ThinkState = &Actor::Think_Dog_Curious;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Curious;
func->IsState = &Actor::IsDogState;
}
bool Actor::IsDogState(int state)
{
return true;
}
void Actor::Begin_Dog(void)
{
m_bDog = true;
}
void Actor::End_Dog(void)
{
;
}
void Actor::Think_Dog_Idle(void)
{
if (!RequireThink()) {
return;
}
UpdateEyeOrigin();
m_pszDebugState = "Dog_Idle";
m_bHasDesiredLookAngles = false;
m_eNextAnimMode = ANIM_MODE_NORMAL;
m_csNextAnimString = STRING_ANIM_DOG_IDLE_SCR;
CheckForThinkStateTransition();
PostThink(false);
}
void Actor::Think_Dog_Attack(void)
{
if (!RequireThink()) {
return;
}
UpdateEyeOrigin();
m_pszDebugState = "Dog_Attack";
if (m_Enemy && !(m_Enemy->IsSubclassOfActor())) {
SetPath(m_Enemy->origin, NULL, 0, NULL, 0.0);
if (PathExists()) {
vec2_t delta;
VectorSub2D(m_Enemy->origin, origin, delta);
if (VectorLength2DSquared(delta) >= 8000) {
FaceMotion();
m_csNextAnimString = STRING_ANIM_DOG_CHASE_SCR;
m_eNextAnimMode = ANIM_MODE_PATH;
} else {
{
vec2_t facedir;
facedir[0] = m_Enemy->origin[0] - origin[0];
facedir[1] = m_Enemy->origin[1] - origin[1];
if (facedir[0] != 0 || facedir[1] != 0) {
SetDesiredYawDir(facedir);
}
}
SetDesiredLookDir(m_Enemy->origin - origin);
m_eNextAnimMode = ANIM_MODE_NORMAL;
m_csNextAnimString = STRING_ANIM_DOG_ATTACK_SCR;
}
m_bNextForceStart = false;
CheckForThinkStateTransition();
PostThink(false);
return;
}
{
vec2_t facedir;
facedir[0] = m_Enemy->origin[0] - origin[0];
facedir[1] = m_Enemy->origin[1] - origin[1];
if (facedir[0] != 0 || facedir[1] != 0) {
SetDesiredYawDir(facedir);
}
}
SetDesiredLookDir(m_Enemy->origin - origin);
}
m_bNextForceStart = false;
m_eNextAnimMode = ANIM_MODE_NORMAL;
m_csNextAnimString = STRING_ANIM_DOG_CURIOUS_SCR;
TransitionState(20, 0);
CheckForThinkStateTransition();
PostThink(false);
}
void Actor::Think_Dog_Curious(void)
{
if (RequireThink()) {
UpdateEyeOrigin();
m_pszDebugState = "Dog_Curious";
if (m_Enemy && !m_Enemy->IsSubclassOfActor()) {
vec2_t vDelta;
VectorSub2D(m_Enemy->origin, origin, vDelta);
if (vDelta[0] != 0 || vDelta[1] != 0) {
SetDesiredYawDir(vDelta);
}
SetDesiredLookDir(m_Enemy->origin - origin);
}
m_bNextForceStart = false;
m_eNextAnimMode = ANIM_MODE_NORMAL;
m_csNextAnimString = STRING_ANIM_DOG_CURIOUS_SCR;
CheckForThinkStateTransition();
PostThink(false);
}
}