mirror of
https://github.com/bearstonem/openmohaa-vr.git
synced 2026-10-23 06:00:19 +02:00
391 lines
13 KiB
C++
391 lines
13 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_curious.cpp
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#include "actor.h"
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void Actor::InitCurious(GlobalFuncs_t *func)
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{
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func->ThinkState = &Actor::Think_Curious;
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func->BeginState = &Actor::Begin_Curious;
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func->EndState = &Actor::End_Curious;
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func->ResumeState = &Actor::Resume_Curious;
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func->SuspendState = &Actor::Suspend_Curious;
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func->FinishedAnimation = &Actor::FinishedAnimation_Cover;
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func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Curious;
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func->IsState = &Actor::IsCuriousState;
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}
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void Actor::SetCuriousAnimHint(int iAnimHint)
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{
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m_iCuriousAnimHint = iAnimHint;
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}
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void Actor::Begin_Curious(void)
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{
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Vector vDelta;
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//float fDistSquared;
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DoForceActivate();
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m_csMood = STRING_CURIOUS;
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Anim_Emotion(EMOTION_CURIOUS);
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if (level.inttime > level.m_iCuriousVoiceTime + 3000) {
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if (m_iCuriousAnimHint == 5) {
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Anim_Say(STRING_ANIM_SAY_CURIOUS_SOUND_SCR, 8000, false);
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level.m_iCuriousVoiceTime = level.inttime;
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} else if (m_iCuriousAnimHint == 6) {
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Anim_Say(STRING_ANIM_SAY_CURIOUS_SIGHT_SCR, 8000, false);
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level.m_iCuriousVoiceTime = level.inttime;
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}
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}
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m_iCuriousTime = level.inttime;
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SetLeashHome(origin);
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if (m_bScriptGoalValid) {
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SetPath(m_vScriptGoal, "", 0, NULL, 0.0);
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ShortenPathToAvoidSquadMates();
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if (!PathExists()) {
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m_bScriptGoalValid = false;
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}
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}
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TransitionState(1100, 0);
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if (!m_bScriptGoalValid) {
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//check if last enemy pos is within leash area (distance to m_vHome is <= m_fLeash)
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vDelta = m_vLastEnemyPos - m_vHome;
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if (vDelta.lengthSquared() <= m_fLeashSquared) {
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//it's within leash area, go check it.
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SetPath(m_vLastEnemyPos, NULL, 0, NULL, 0.0);
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} else {
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//it's NOT within leash area,
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//am I within leash area ?
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if ((origin - m_vHome).lengthSquared() <= m_fLeashSquared) {
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//I'm inside leash area,
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//Try to go towards enemy as much as possible without leaving leash area.
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//vDest = vHome + U * leash
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//U = unit vector of vDelta.
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SetPath(vDelta * sqrt(m_fLeashSquared / vDelta.lengthSquared()) + m_vHome, NULL, 0, NULL, 0.0);
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} else {
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//I'm outside leash area,
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//go to enemy, it doesn't matter.
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SetPath(m_vLastEnemyPos, NULL, 0, NULL, 0.0);
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}
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}
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ShortenPathToAvoidSquadMates();
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if (m_iCuriousAnimHint <= 3) {
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m_eNextAnimMode = ANIM_MODE_NORMAL;
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m_csNextAnimString = STRING_ANIM_STANDFLINCH_SCR;
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m_bNextForceStart = true;
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m_bLockThinkState = true;
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TransitionState(1101, 0);
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} else if (m_Enemy && m_PotentialEnemies.GetCurrentVisibility() < 0.1) {
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vec2_t vDel;
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VectorSub2D(m_vLastEnemyPos, origin, vDel);
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if (vDel[0] != 0 || vDel[1] != 0) {
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SetDesiredYawDir(vDel);
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}
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m_eNextAnimMode = ANIM_MODE_NORMAL;
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m_csNextAnimString = STRING_ANIM_SURPRISE_SCR;
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m_bNextForceStart = true;
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m_bLockThinkState = true;
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TransitionState(1101, 0);
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}
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}
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m_iNextWatchStepTime = level.inttime + (rand() & 0x1FF);
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}
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void Actor::End_Curious(void)
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{
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m_iCuriousTime = 0;
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m_iCuriousLevel = 0;
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}
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void Actor::Resume_Curious(void)
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{
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Begin_Curious();
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}
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void Actor::Suspend_Curious(void)
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{
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End_Curious();
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}
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void Actor::Think_Curious(void)
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{
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//horrible function!
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if (RequireThink()) {
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UpdateEyeOrigin();
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NoPoint();
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UpdateEnemy(100);
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if (m_State == 1101) {
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ContinueAnimation();
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//LABEL_16:
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CheckForThinkStateTransition();
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glbs.Printf("Think_Curious CheckForThinkStateTransition 1\n");
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PostThink(true);
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return;
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}
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m_bLockThinkState = false;
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if (!PathExists() || PathComplete()) {
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//v1 = &this->baseSimpleActor.baseSentient.m_Enemy;
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//goto LABEL_6;
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ClearPath();
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Anim_Stand();
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LookAtCuriosity();
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if (!m_Enemy || EnemyIsDisguised()) {
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if (level.inttime > m_iCuriousTime + 500) {
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
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m_iCuriousTime = 0;
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}
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}
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CheckForThinkStateTransition();
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glbs.Printf("Think_Curious CheckForThinkStateTransition 2\n");
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PostThink(true);
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return;
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}
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if (!m_Enemy || CanSeeEnemy(100)) {
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ClearPath();
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Anim_Stand();
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LookAtCuriosity();
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if (!m_Enemy || EnemyIsDisguised()) {
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if (level.inttime > m_iCuriousTime + 500) {
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
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m_iCuriousTime = 0;
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}
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}
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CheckForThinkStateTransition();
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glbs.Printf("Think_Curious CheckForThinkStateTransition 3\n");
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PostThink(true);
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return;
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} else {
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if (m_iCuriousLevel <= 5) {
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if (!InFOV(m_vLastEnemyPos, m_fFov, m_fFovDot)) {
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if ((m_bScriptGoalValid || CanMovePathWithLeash()) && MoveOnPathWithSquad()) {
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if (PatrolNextNodeExists()) {
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m_eNextAnimMode = ANIM_MODE_PATH;
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} else {
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//v11 = SimpleActor::GetRunAnim(this);
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m_eNextAnimMode = ANIM_MODE_PATH_GOAL;
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}
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m_csNextAnimString = GetRunAnim();
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m_bNextForceStart = false;
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FaceMotion();
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} else {
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Anim_Stand();
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}
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if (level.inttime >= m_iNextWatchStepTime && velocity.lengthSquared() >= 4.0) {
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SetDesiredLookDir(velocity);
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m_iNextWatchStepTime = level.inttime + (rand() & 0x1FF) + 500;
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} else {
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LookAtCuriosity();
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}
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CheckForThinkStateTransition();
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glbs.Printf("Think_Curious CheckForThinkStateTransition 4\n");
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PostThink(true);
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return;
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} else {
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Vector vEnd = EyePosition() - m_vLastEnemyPos;
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VectorNormalizeFast(vEnd);
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vEnd += m_vLastEnemyPos;
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if (!G_SightTrace(
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EyePosition(),
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vec_zero,
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vec_zero,
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vEnd,
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this,
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NULL,
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33819417,
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qfalse,
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"Actor::Think_Curious"
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)) {
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if ((m_bScriptGoalValid || CanMovePathWithLeash()) && MoveOnPathWithSquad()) {
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if (PatrolNextNodeExists()) {
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m_eNextAnimMode = ANIM_MODE_PATH;
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} else {
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//v11 = SimpleActor::GetRunAnim(this);
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m_eNextAnimMode = ANIM_MODE_PATH_GOAL;
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}
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m_csNextAnimString = GetRunAnim();
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m_bNextForceStart = false;
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FaceMotion();
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} else {
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Anim_Stand();
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}
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if (level.inttime >= m_iNextWatchStepTime && velocity.lengthSquared() >= 4.0) {
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SetDesiredLookDir(velocity);
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m_iNextWatchStepTime = level.inttime + (rand() & 0x1FF) + 500;
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} else {
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LookAtCuriosity();
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}
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CheckForThinkStateTransition();
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glbs.Printf("Think_Curious CheckForThinkStateTransition 5\n");
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PostThink(true);
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return;
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} else {
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ClearPath();
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Anim_Stand();
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LookAtCuriosity();
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if (!m_Enemy || EnemyIsDisguised()) {
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if (level.inttime > m_iCuriousTime + 500) {
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
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m_iCuriousTime = 0;
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}
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}
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CheckForThinkStateTransition();
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glbs.Printf("Think_Curious CheckForThinkStateTransition 6\n");
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PostThink(true);
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return;
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}
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}
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} else {
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if ((PathGoal() - origin).lengthSquared() >= 2304) {
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if ((m_bScriptGoalValid || CanMovePathWithLeash()) && MoveOnPathWithSquad()) {
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if (PatrolNextNodeExists()) {
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m_eNextAnimMode = ANIM_MODE_PATH;
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} else {
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//v11 = SimpleActor::GetRunAnim(this);
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m_eNextAnimMode = ANIM_MODE_PATH_GOAL;
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}
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m_csNextAnimString = GetRunAnim();
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m_bNextForceStart = false;
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FaceMotion();
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} else {
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Anim_Stand();
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}
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if (level.inttime >= m_iNextWatchStepTime && velocity.lengthSquared() >= 4.0) {
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SetDesiredLookDir(velocity);
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m_iNextWatchStepTime = level.inttime + (rand() & 0x1FF) + 500;
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} else {
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LookAtCuriosity();
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}
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CheckForThinkStateTransition();
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glbs.Printf("Think_Curious CheckForThinkStateTransition 7\n");
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PostThink(true);
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return;
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}
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}
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ClearPath();
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Anim_Stand();
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LookAtCuriosity();
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if (!m_Enemy || EnemyIsDisguised()) {
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if (level.inttime > m_iCuriousTime + 500) {
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
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m_iCuriousTime = 0;
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}
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}
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CheckForThinkStateTransition();
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glbs.Printf("Think_Curious CheckForThinkStateTransition 8\n");
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PostThink(true);
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return;
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}
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}
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}
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void Actor::LookAtCuriosity(void)
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{
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Vector vAngles;
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float fLookScale;
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unsigned int iSeed;
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if (m_Enemy && EnemyIsDisguised()) {
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SetDesiredLookDir(m_Enemy->origin - origin);
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fLookScale = 0.25;
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} else {
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vAngles = m_vLastEnemyPos - origin;
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if (vAngles.x < 15.0 && vAngles.x > -15.0 && vAngles.y < 15.0 && vAngles.y > -15.0) {
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SetDesiredLookAnglesRelative(vec_zero);
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} else {
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SetDesiredLookDir(vAngles);
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if (velocity.x == 0.0 && velocity.y == 0.0) {
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SetDesiredYawDir(vAngles);
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} else {
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FaceMotion();
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}
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}
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fLookScale = 1;
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}
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//FIXME: wth is this ! @_@
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iSeed = 1664525 * (-783751945 * ((level.inttime - m_iCuriousTime) & 0xFFFFFF00) + m_iCuriousTime);
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vAngles.x =
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fLookScale * ((1664525 * (iSeed + 1013904223) + 1013904223) * 0.000000013969839) + m_DesiredLookAngles[0];
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vAngles.y = (iSeed + 1013904223) * 0.000000027939677 * fLookScale + m_DesiredLookAngles[1];
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vAngles.z = m_DesiredLookAngles[2];
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if (vAngles.x >= -90.0) {
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if (vAngles.x > 90.0) {
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vAngles.x = 90.0;
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}
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} else {
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vAngles.x = -90.0;
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}
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SetDesiredLookAnglesRelative(vAngles);
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}
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void Actor::TimeOutCurious(void)
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{
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//FIXME: macros
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if (!m_Enemy || EnemyIsDisguised()) {
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if (level.inttime > m_iCuriousTime + 500) {
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SetThinkState(THINKSTATE_IDLE, THINKLEVEL_IDLE);
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m_iCuriousTime = 0;
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}
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}
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}
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void Actor::FinishedAnimation_AnimCurious(void)
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{
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if (m_State == 1101) {
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TransitionState(1100, 0);
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}
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}
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void Actor::FinishedAnimation_Curious(void)
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{
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FinishedAnimation_AnimCurious();
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}
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