openmohaa/code/game/actor_animapi.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_animapi.cpp: Base actor animation script
#include "actor.h"
const_str SimpleActor::GetRunAnim
(
void
)
{
if( m_csCurrentPosition != STRING_PRONE && ( m_csCurrentPosition < STRING_PRONE || m_csCurrentPosition > STRING_CROUCHRUN ) )
return STRING_ANIM_RUN_SCR;
else
return STRING_ANIM_CROUCH_RUN_SCR;
}
const_str SimpleActor::GetWalkAnim
(
void
)
{
if( m_csCurrentPosition != STRING_PRONE && ( m_csCurrentPosition < STRING_PRONE || m_csCurrentPosition > STRING_CROUCHRUN ) )
return STRING_ANIM_WALK_SCR;
else
return STRING_ANIM_CROUCH_WALK_SCR;
}
void SimpleActor::Anim_Attack
(
void
)
{
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DesiredAnimation(1, m_AttackHandler);
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}
void SimpleActor::Anim_Sniper
(
void
)
{
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DesiredAnimation(1, m_SniperHandler);
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}
void SimpleActor::Anim_Aim
(
void
)
{
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DesiredAnimation(1, STRING_ANIM_AIM_SCR);
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}
void SimpleActor::Anim_Shoot
(
void
)
{
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DesiredAnimation(1, STRING_ANIM_SHOOT_SCR);
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}
void SimpleActor::Anim_Idle
(
void
)
{
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DesiredAnimation(1, STRING_ANIM_IDLE_SCR);
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}
void SimpleActor::Anim_Crouch
(
void
)
{
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DesiredAnimation(1, STRING_ANIM_CROUCH_SCR);
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}
void SimpleActor::Anim_Prone
(
void
)
{
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DesiredAnimation(1, STRING_ANIM_PRONE_SCR);
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}
void SimpleActor::Anim_Stand
(
void
)
{
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DesiredAnimation(1, STRING_ANIM_STAND_SCR);
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}
void SimpleActor::Anim_Cower
(
void
)
{
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DesiredAnimation(1, STRING_ANIM_COWER_SCR);
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}
void SimpleActor::Anim_Killed
(
void
)
{
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Com_Printf("m_eAnimMode Anim_Killed \n");
DesiredAnimation(1, m_DeathHandler);
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}
void SimpleActor::Anim_StartPain
(
void
)
{
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Com_Printf("m_eAnimMode Anim_StartPain \n");
StartAnimation(1, m_PainHandler);
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}
void SimpleActor::Anim_Pain
(
void
)
{
ContinueAnimation();
}
void SimpleActor::Anim_CrouchRunTo
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_CROUCH_RUN_SCR);
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}
void SimpleActor::Anim_CrouchWalkTo
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_CROUCH_WALK_SCR);
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}
void SimpleActor::Anim_StandRunTo
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_RUN_SCR);
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}
void SimpleActor::Anim_StandWalkTo
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_WALK_SCR);
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}
void SimpleActor::Anim_RunTo
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, GetRunAnim());
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}
void SimpleActor::Anim_WalkTo
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, GetWalkAnim());
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}
void SimpleActor::Anim_RunAwayFiring
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_RUNAWAYFIRING_SCR);
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}
void SimpleActor::Anim_RunToShooting
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_RUN_SHOOT_SCR);
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}
void SimpleActor::Anim_RunToAlarm
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_ALARM_SCR);
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}
void SimpleActor::Anim_RunToCasual
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_CASUAL_SCR);
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}
void SimpleActor::Anim_RunToCover
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_COVER_SCR);
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}
void SimpleActor::Anim_RunToDanger
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_DANGER_SCR);
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}
void SimpleActor::Anim_RunToDive
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_DIVE_SCR);
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}
void SimpleActor::Anim_RunToFlee
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_FLEE_SCR);
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}
void SimpleActor::Anim_RunToInOpen
(
int eAnimMode
)
{
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DesiredAnimation(eAnimMode, STRING_ANIM_RUNTO_INOPEN_SCR);
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}
void SimpleActor::Anim_Emotion
(
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eEmotionMode eEmotMode
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)
{
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m_eEmotionMode = eEmotMode;
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}
void SimpleActor::Anim_Say
(
const_str csSayAnimScript,
int iMinTimeSinceLastSay,
bool bCanInterrupt
)
{
if( m_bSayAnimSet && !bCanInterrupt )
return;
if( level.inttime > m_iVoiceTime + iMinTimeSinceLastSay )
{
ScriptThreadLabel label;
label.TrySetScript( csSayAnimScript );
label.Execute( this );
}
}
void SimpleActor::Anim_FullBody
(
const_str csFullBodyAnim,
int eAnimMode
)
{
if( m_csAnimName == csFullBodyAnim )
{
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DesiredAnimation(eAnimMode, STRING_ANIM_FULLBODY_SCR);
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}
else
{
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m_csAnimName = csFullBodyAnim;
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StartAnimation(eAnimMode, STRING_ANIM_FULLBODY_SCR);
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}
}