Files
bearstonem--openmohaa-vr/code/fgame/actor_curious.cpp
T
2023-10-20 23:03:27 +02:00

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