openmohaa/code/fgame/actor_idle.cpp

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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.
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_idle.cpp
#include "actor.h"
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void Actor::InitIdle(GlobalFuncs_t *func)
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{
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func->BeginState = &Actor::Begin_Idle;
func->ThinkState = &Actor::Think_Idle;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
func->IsState = &Actor::IsIdleState;
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}
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void Actor::Begin_Idle(void)
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{
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m_csMood = m_csIdleMood;
ClearPath();
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}
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void Actor::IdleThink(void)
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{
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IdlePoint();
IdleLook();
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if (PathExists() && PathComplete()) {
ClearPath();
}
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if (m_bAutoAvoidPlayer && !PathExists()) {
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SetPathToNotBlockSentient(static_cast<Sentient *>(G_GetEntity(0)));
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}
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if (PathExists()) {
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Anim_WalkTo(ANIM_MODE_PATH);
if (PathDist() > 128.0) {
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FaceMotion();
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} else {
IdleTurn();
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}
} else {
Anim_Idle();
IdleTurn();
}
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PostThink(true);
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}
void Actor::Think_Idle(void)
{
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if (!RequireThink()) {
return;
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}
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UpdateEyeOrigin();
m_pszDebugState = "";
CheckForThinkStateTransition();
IdleThink();
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}