openmohaa/code/fgame/actor_idle.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_idle.cpp
#include "actor.h"
void Actor::InitIdle
(
GlobalFuncs_t *func
)
{
func->BeginState = &Actor::Begin_Idle;
func->ThinkState = &Actor::Think_Idle;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
func->IsState = &Actor::IsIdleState;
}
void Actor::Begin_Idle
(
void
)
{
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glbs.Printf("Begin_Idle\n");
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m_csMood = m_csIdleMood;
ClearPath();
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}
void Actor::Think_Idle
(
void
)
{
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if (RequireThink())
{
UpdateEyeOrigin();
m_pszDebugState = "";
CheckForThinkStateTransition();
IdleThink();
}
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}
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void Actor::IdleThink
(
void
)
{
IdlePoint();
IdleLook();
if (PathExists() && PathComplete())
{
ClearPath();
}
if (m_bAutoAvoidPlayer && !PathExists())
{
SetPathToNotBlockSentient((Sentient *)G_GetEntity(0));
}
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if (PathExists())
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{
Anim_WalkTo(2);
if (PathDist() <= 128.0)
IdleTurn();
else
FaceMotion();
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}
else
{
Anim_Idle();
IdleTurn();
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}
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PostThink(true);
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}
/*
===============
Actor::PassesTransitionConditions_Idle
Should actor transition think state to idle ?
===============
*/
bool Actor::PassesTransitionConditions_Idle
(
void
)
{
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glbs.Printf("PassesTransitionConditions_Idle\n");
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UpdateEnemy(500);
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if (m_bLockThinkState)
return false;
if (!m_Enemy && !m_iCuriousTime)
return true;
return false;
}
bool Actor::IsIdleState
(
int state
)
{
return state == THINKSTATE_IDLE;
}