openmohaa/code/fgame/actor_patrol.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_patrol.cpp
#include "actor.h"
void Actor::InitPatrol
(
GlobalFuncs_t *func
)
{
func->ThinkState = &Actor::Think_Patrol;
func->BeginState = &Actor::Begin_Patrol;
func->EndState = &Actor::End_Patrol;
func->ResumeState = &Actor::Resume_Patrol;
func->PassesTransitionConditions = &Actor::PassesTransitionConditions_Idle;
func->ShowInfo = &Actor::ShowInfo_Patrol;
func->IsState = &Actor::IsIdleState;
}
void Actor::Begin_Patrol
(
void
)
{
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m_csMood = STRING_BORED;
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StopTurning();
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ClearPath();
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}
void Actor::End_Patrol
(
void
)
{
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parm.movefail = true;
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}
void Actor::Resume_Patrol
(
void
)
{
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;
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}
void Actor::Think_Patrol
(
void
)
{
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if (Actor::RequireThink())
{
parm.movefail = false;
UpdateEyeOrigin();
NoPoint();
m_pszDebugState = "";
m_csPatrolCurrentAnim = STRING_ANIM_PATROL_SCR;
if (m_fLookAroundFov > 1.0)
LookAround(m_fLookAroundFov);
CheckForThinkStateTransition();
if (m_patrolCurrentNode)
{
if (!MoveToPatrolCurrentNode())
{
PostThink(true);
return;
}
}
else
{
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SetThinkIdle(THINK_IDLE);
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m_bScriptGoalValid = false;
}
parm.movedone = true;
Unregister(STRING_MOVEDONE);
PostThink(true);
return;
}
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}
void Actor::ShowInfo_Patrol
(
void
)
{
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ShowInfo_PatrolCurrentNode();
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}