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bearstonem--openmohaa-vr/code/fgame/actor_disguise_rover.cpp
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/*
===========================================================================
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_disguise_rover.cpp
#include "actor.h"
void Actor::InitDisguiseRover
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_DisguiseRover;
func->BeginState = &Actor::Begin_DisguiseRover;
func->EndState = &Actor::End_DisguiseRover;
func->ResumeState = &Actor::Resume_DisguiseRover;
func->SuspendState = &Actor::Suspend_DisguiseRover;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Disguise;
func->IsState = &Actor::IsDisguiseState;
}
void Actor::Begin_DisguiseRover
(
void
)
{
vec2_t vDelta;
m_csMood = STRING_BORED;
assert(m_Enemy);
if (m_Enemy)
{
if ((EnemyIsDisguised() || m_Enemy->IsSubclassOfActor()) && !level.m_bAlarm)
{
VectorSub2D(m_Enemy->origin, origin, vDelta);
if (vDelta[0] != 0 || vDelta[1] != 0)
{
SetDesiredYawDir(vDelta);
}
SetDesiredLookDir(m_Enemy->origin - origin);
m_eNextAnimMode = 1;
m_csNextAnimString = STRING_ANIM_DISGUISE_PAPERS_SCR;
m_bNextForceStart = false;
m_iEnemyShowPapersTime = m_Enemy->m_ShowPapersTime;
TransitionState(1, 0);
}
else
{
SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_NORMAL);
}
}
else
{
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
}
}
void Actor::End_DisguiseRover
(
void
)
{
m_iNextDisguiseTime = level.inttime + (m_State ? m_iDisguisePeriod : 500);
}
void Actor::Resume_DisguiseRover
(
void
)
{
Begin_DisguiseRover();
}
void Actor::Suspend_DisguiseRover
(
void
)
{
End_DisguiseRover();
}
void Actor::Think_DisguiseRover
(
void
)
{
if (!RequireThink())
{
return;
}
UpdateEyeOrigin();
NoPoint();
ContinueAnimation();
UpdateEnemy(1500);
assert(m_Enemy != NULL);
if (!m_Enemy)
{
SetThinkState(THINKSTATE_IDLE, THINKLEVEL_NORMAL);
return;
}
if (!EnemyIsDisguised() && !m_Enemy->IsSubclassOfActor() && m_State != 3)
{
TransitionState(3, 0);
}
if (level.m_bAlarm)
{
SetThinkState(THINKSTATE_ATTACK, THINKLEVEL_NORMAL);
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);
if (m_State == 2)
{
m_pszDebugState = "accept";
State_Disguise_Accept();
}
else if(m_State > 2)
{
if (m_State == 3)
{
m_pszDebugState = "enemy";
State_Disguise_Enemy();
}
else if (m_State == 4)
{
m_pszDebugState = "halt";
State_Disguise_Halt();
}
else
{
assert(!"invalid think state");
}
}
else if (m_State == 1)
{
m_pszDebugState = "papers";
State_Disguise_Papers();
}
else
{
assert(!"invalid think state");
}
CheckForTransition(THINKSTATE_GRENADE, THINKLEVEL_NORMAL);
PostThink(true);
}